The Role of Exergaming in Parkinson S Disease Rehabilitation: A Systematic Review of The Evidence
The Role of Exergaming in Parkinson S Disease Rehabilitation: A Systematic Review of The Evidence
Abstract
Evidence for exercise based computer games (exergaming) as a rehabilitation tool for people with Parkinson’s
disease (PD) is only now emerging and is yet to be synthesised. To this end, we conducted a systematic review of
the exergaming literature to establish what is known about the safety, feasibility and effectiveness of exergaming
for rehabilitation of motor symptoms experienced by people with PD. Seven electronic databases were searched for
key terms surrounding exergaming and PD. Data were extracted by two reviewers independently. From an initial
yield of 1217 articles, seven were included in the review. Six studies used commercial games with the Nintendo Wii
fit platform. The scientific quality of reporting was generally good, however the overall methodological design of
studies was weak, with only one randomised controlled trial being reported. Safety: Participant safety was not
measured in any of the studies. Feasibility: People with PD were able to play exergames, improve their performance
of gameplay and enjoyed playing. However, one study observed that people with PD had difficulty with fast and
complex games. Effectiveness: Six studies showed that exergaming elicited improvements in a range of clinical
balance measures or reduction in the severity of motor symptoms. Results from the only randomised controlled
trial showed that exergaming was as effective as traditional balance training for people with PD to improve the
UPDRS II, standing balance and cognition, with improvements in both groups retained 60 days after the training
ended. In conclusion, exergaming is an emerging tool to help rehabilitate motor skills in people with PD. Although
we were able to establish that exergaming is feasible in people with PD, more research is needed to establish its
safety and clinical effectiveness, particularly in the home. The use of commercial games may be too difficult for
some people with PD and exergames tailored specifically to the rehabilitation needs and capabilities of people with
PD are required for optimal efficacy, adherence and safety.
Keywords: Nintendo Wii, Kinect, Balance, Exercise, Computer games
© 2014 Barry et al.; licensee BioMed Central Ltd. This is an Open Access article distributed under the terms of the Creative
Commons Attribution License (http://creativecommons.org/licenses/by/2.0), which permits unrestricted use, distribution, and
reproduction in any medium, provided the original work is properly credited.
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training may also facilitate exercise compliance and discussed, with a third reviewer assessing any unresolved
motivation [17]. differences in extraction.
The use of exergaming for PD rehabilitation shows Data relating to the safety, feasibility and effectiveness
great promise however the evidence has not yet been were extracted from each study. For the purposes of this
formally reviewed or synthesised. Critical questions remain review: Safety referred to any subjective (researcher,
surrounding the use of exergaming for people with PD, clinician or participants perspectives) or objective measures
especially in relation to the prescription of home-based (fall or near falls); Feasibility referred to whether people
exercise and the suitability of commercial games. To ad- were able to play the games, whether they improved in
dress these questions, we conducted a systematic review their gameplay and whether they enjoyed and felt moti-
of the literature to evaluate the evidence for the safety, vated by the gameplay; and Effectiveness referred to
feasibility and effectiveness of exergaming as a rehabilita- whether participants improved on clinical tests of motor
tion tool in people with PD. performance (including balance) or disease severity, and
whether these improvements were retained after the
Methods exergaming intervention. One reviewer (GB) screened
The following databases were searched electronically the initial 1121 titles and abstracts before the full text of
in January 2013 and updated in December 2013: Web 10 publications was screened by two reviewers (GB & BG).
of science (1864-2013), CINAHL (1982-2013), Scopus Four publications were excluded as they did not include an
(1960-2013), Science Direct (1823-2013), IEEE (1872-2013), exercise intervention, rather, they assessed the psychomet-
PubMed (1869-2013) and Cochrane (1949-2013). We ric properties of the Wii balance board and Wii remote for
searched the titles, keywords and abstracts of database people with PD.
entries using the search strategy: (Exergam* OR active
video gaming OR Microsoft Kinect OR Kinect OR Results
Nintendo Wii OR Wii OR Sony EyeToy OR IREX OR Our search yielded 1121 articles (excluding duplicates,
Dance Dance Revolution) AND (Parkinson*), where * Figure 1) relating to exergaming and Parkinson's disease
denotes a wildcard to allow for alternate suffixes. We also (PD). Six papers from the original search and one article
searched the grey literature (such as generic internet found in the grey literature were included in the review.
search engines) to avoid missing relevant articles. Inclusion
Criteria: Articles were included if they reported an exer- Study design and methodological quality
gaming based intervention in people with PD and were Table 2 summarises the methodological quality of each
full scientific papers written in English. Exclusion criteria: study. Adequate details were provided to replicate the
Conference posters and abstracts were excluded. Papers studies. The aims, inclusion and exclusion criteria, and
that were virtual reality based treadmill interventions were exergaming interventions were well described. Six studies
excluded as we focused on interventions that could be used commercial Wii games [19-24] and one developed
practically implemented in the home. a game designed for PD using the Sony Playstation Eye™
The methodological quality of each article was assessed camera [25]. Participant demographic characteristics and
using a customised quality assessment tool based on the severity of their PD were generally well reported al-
previous systematic reviews [18] (see Table 1 for a list though the use of several different scales of disease severity
of items and Table 2 for the scoring criteria). To ensure (Hoehn and Yahr [26], UPDRS [27] and disease duration)
valid scoring of the quality assessment, two reviewers made comparisons between studies difficult and may
(GB and BG) independently scored the quality of the limit future meta-analyses. The rationale for sample size
articles. Incongruities between the two reviewers were was provided in three studies.
Table 3 summarises the study design, exergaming system
and intervention. The studies included two longitudinal
Table 1 Methodological quality assessment tool
trials (with healthy control groups) [19,20], a participatory
design study [25], a case study [22] a randomised controlled
Question number Question
trial [21], a prospective interventional cohort study [23]
1. Are inclusion and exclusion criteria stated?
and a pre-post test design [24]. Six of these studies trained
2. Are participant characteristics described in detail? people with PD over 12-18 sessions (over 4-8 weeks),
3. Was sample size justified? and measured performance on clinical tests directly
4. Was randomisation of groups explained? before and after the intervention [19-24]. A further three
5. Was the design clearly stated? studies tested whether improvements in clinical tests were
6. Were exergaming sessions explained in detail?
retained 60 days after the intervention [20,21,24]. The
final study outlined a game designed specifically for
7. Were baseline and post testing data presented?
people with PD using the Sony Playstation Eye™ and
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tested its feasibility during one session in a group of 13 represented across studies with participants ranging
people with PD [25]. from 44-91 years, and both males and females were in-
cluded. People with PD had relatively mild symptoms
Sample Characteristics (Hoehn & Yahr stage I & II) and were tested whilst on
The number of people with PD in each study ranged their medication, although medication status was not
between 1 and 32 (see Table 3). A broad age range was reported by Assad et al. [25].
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Barry et al. Journal of NeuroEngineering and Rehabilitation 2014, 11:33
Table 4 Safety, feasibility and effectiveness of exergaming interventions (Continued)
Hertz et al. [24] n/s n/s n/s n/s Nottingham Extended Activities NEADL decreased post
of Daily Living Test (NEADL) post intervention. PDQ
intervention, PDQ decrease in ADL, mobility, ADL and
emotion, communication, bodily emotion remained
discomfort. improved at 4 weeks
post intervention.
UPDRS motor scores, timed UPDRS motor scores
tapping test (right side only), decreased from baseline
Purdue score (left side only), to post intervention and
9-hole peg test (right side only), remained decreased at
and time up and go (TUG). 4 weeks post intervention.
n/s = not stated; UPDRS = Unified Parkinson’s Disease Rating Scale.
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