Feasibility, safety and outcomes of playing Kinect Adventures!™ for people with Parkinson's disease: a pilot study.
OBJECTIVE
To assess the feasibility, safety and outcomes of playing Microsoft Kinect Adventures™ for people with Parkinson's disease in order to guide the design of a randomised clinical trial.


METHODS
Single-group, blinded trial.


METHODS
Rehabilitation Center of São Camilo University, Brazil.


METHODS
Seven patients (six males, one female) with Parkinson's disease (Hoehn and Yahr Stages 2 and 3).


METHODS
Fourteen 60-minute sessions, three times per week, playing four games of Kinect Adventures!


METHODS
The feasibility and safety outcomes were patients' game performance and adverse events, respectively. The clinical outcomes were the 6-minute walk test, Balance Evaluation System Test, Dynamic Gait Index and Parkinson's Disease Questionnaire (PDQ-39).


RESULTS
Patients' scores for the four games showed improvement. The mean [standard deviation (SD)] scores in the first and last sessions of the Space Pop game were 151 (36) and 198 (29), respectively [mean (SD) difference 47 (7), 95% confidence interval 15 to 79]. There were no adverse events. Improvements were also seen in the 6-minute walk test, Balance Evaluation System Test, Dynamic Gait Index and PDQ-39 following training.


CONCLUSIONS
Kinect-based training was safe and feasible for people with Parkinson's disease (Hoehn and Yahr Stages 2 and 3). Patients improved their scores for all four games. No serious adverse events occurred during training with Kinect Adventures!, which promoted improvement in activities (balance and gait), body functions (cardiopulmonary aptitude) and participation (quality of life).
University of São Paulo; School of Medicine; Department of Physical Therapy, Speech and Occupational Therapy, São Paulo, Brazil. Electronic address: j.e.pompeu@usp.br.
J E
JE
Pompeu
University of São Paulo; School of Medicine; Department of Physical Therapy, Speech and Occupational Therapy, São Paulo, Brazil.
L A
LA
Arduini
University of São Paulo; School of Medicine; Department of Physical Therapy, Speech and Occupational Therapy, São Paulo, Brazil.
A R
AR
Botelho
University of São Paulo; School of Medicine; Department of Physical Therapy, Speech and Occupational Therapy, São Paulo, Brazil.
M B F
MB
Fonseca
University of São Paulo; School of Medicine; Department of Physical Therapy, Speech and Occupational Therapy, São Paulo, Brazil.
S M A A
SM
Pompeu
School of Physical Education and Sports, Motor Behavior Laboratory, University of Sao Paulo, Brazil.
C
C
Torriani-Pasin
Department of Rehabilitation and Movement Science of Rutgers University, United States of America.
J E
JE
Deutsch
D000368:Aged; D000369:Aged, 80 and over; D005081:Exercise Therapy / Q000379:methods*; D005260:Female; D005684:Gait; D006801:Humans; D008297:Male; D008875:Middle Aged; D010300:Parkinson Disease / Q000534:rehabilitation*; D010865:Pilot Projects; D004856:Postural Balance; D011788:Quality of Life; D016037:Single-Blind Method; D018910:Video Games
Learning; Parkinson disease; Postural balance; Quality of life; Video games; Virtual reality therapy