Who would have thought that the same video games played in the common room at college could have positive effects on the health of patients battling critical illnesses? A recent study conducted by Hopkins researchers suggests that these interactive video games may favorably complement physical therapy for patients in intensive care units (ICU).
The study tested the safety and potential for using video games in conjunction with other forms of regular ICU physical therapy, as the games have previously been shown to improve the motor function of patients recovering from strokes. According to study leader Michelle E. Kho, the goal was to find additional creative forms of therapy to improve muscle strength, balance and coordination.
In the observational study that ran from Sept. 1, 2009 to Aug. 31, 2010, a total of 42 therapy sessions using video games were conducted with 22 critically ill patients. This represents five percent of the 410 patients at Hopkins who recieved ICU physical therapy during the year-long period. The involved patients were mostly male between the ages of 32 and 64, and were suffering from health problems like respiratory failure, sepsis and cardiovascular issues.
Nintendo Wii and Wii Fit consoles were used in the study. The main activities chosen to improve balance and endurance were boxing at 38 percent of the events, bowling at 24 percent and balance board at 21 percent. All of the sessions were conducted under the supervision of a physical therapist; 69 percent occurred with the patients standing, while 45 percent occurred while patients were mechanically ventilated.
In the study published online in the Journal of Critical Care, the researchers concluded: "Novel use of interactive video games as part of routine physical therapy in critically ill patients is feasible and appears safe in our case series. Video game therapy may complement existing rehabilitation techniques for ICU patients."
According to Dale M. Needham, senior author of the study, patients specifically enjoyed variation in their therapy routines and the challenge of the games. Other potential advantages that complement other forms of therapy include lower equipment costs, the potential for greater patient interest and motivation for therapy and the brevitiy of these activities, which are good for recovering patients.
The implications of the research are limited by the small sample size, the number of sessions and the fact that the patients were not randomly selected. Further research will focus on which kinds of therapy would be most enhanced by a video game complement.