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RESEARCH ARTICLES

A Cognitive-Balance Control Training Paradigm Using Wii


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Fit to Reduce Fall Risk in Chronic Stroke Survivors


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Savitha Subramaniam, PT, MS, Christina Wan-Ying Hui-Chan, PT, PhD, and Tanvi Bhatt, PT, PhD

Video Abstract available. See Video (Supplemental Digital Con-


Background and Purpose: The impaired ability to maintain balance
while performing higher-level cognitive tasks (cognitive-motor inter- tent 1, http://links.lww.com/JNPT/A80) for more insights from the
ference) significantly predisposes stroke survivors to risk of falls. We authors.
investigated adherence and intervention-related effects of gaming to Key words: balance, balance and stroke, cognition, dual task
improve balance control and decrease cognitive-motor interference
in stroke survivors. (JNPT 2014;38: 216–225)
Methods: Community-dwelling individuals with hemiparetic stroke
(N = 8) received balance control training using Wii Fit in conjunction INTRODUCTION
with cognitive training for approximately 110 min/d for 5 consecutive
days. Changes in balance and cognitive performance were evaluated
by the limits of stability test performed under single-task (ST) and
S troke is one of the major causes of adult disability, leading
to dependence in activities of daily living, with more than
800 000 incidences per year.1,2 A stroke event causes a number
dual-task (DT) conditions. The outcome measures from the limits of of impairments that contribute toward poor balance,3 leading
stability test included reaction time and movement velocity of the to a decreased functional status and increased disability.4 Forty
center of pressure. The cognitive performance was quantified by the percent to 70% of community-dwelling stroke survivors expe-
number of errors. The DT cost was computed for the balance and rience detrimental falls each year5 and tend to have 1.5 to 4
cognitive outcome measures using [(ST − DT)/ST × 100]. Adher- times higher risk of hip fracture than their healthy counter-
ence was assessed by change on the Intrinsic Motivation Inventory parts; with only less than 40% of those individuals regaining
scores postintervention. No commercial party having a direct finan- independent mobility. Falls thus not only affect activities of
cial interest in the research findings reported here has conferred orwill daily living but also hamper community reintegration.6
confer. Recent studies7 demonstrate that virtual reality (VR)
Results: Posttraining, reaction time cost in the forward direction im- rehabilitation, in comparison with conventional methods, pro-
proved from 31 ± 8.02 to ±8.7 ± 6.6. Similarly, movement velocity vides enhanced sensory feedback about movement character-
cost improved from 33.7 ± 12.3 to 11 ± 1. Cognitive cost also istics and improves both motor task learning and execution.8
decreased from 47.9 ± 13.9 to 20 ± 18.8. There were similar im- Virtual reality rehabilitation methods offer highly customiz-
provements in the backward direction for all the outcome measures. able, controllable, multimodal simulations that give the subject
Scores on the Intrinsic Motivation Inventory improved from 16.6 ± high levels of motivation and adherence and a strong sense of
1.3 to 23.5 ± 1.5. presence in the virtual environment.9,10 These methods could,
Discussion and Conclusions: The results demonstrate good adher- potentially, allow more engaging forms of interventions to
ence and evidence of clinical value of this high-intensity, short- be accessed under reduced supervision, along with increased
duration protocol for reducing cognitive-motor interference and im- functional recovery.11 Despite the advantages, because of high
proving balance control in stroke survivors. Future studies should costs, VR systems are still unavailable in many rehabilita-
examine the dose-response effects and long-term changes of such DT tion settings.12 Off-the-shelf, low-cost video gaming systems
training paradigm applied to improve fall efficacy. such as Wii Fit (Nintendo Co, Ltd. Kyoto, Japan) and Kinect
(Microsoft, Inc., Redmond, WA, U.S.A) provide the stroke
Department of Physical Therapy, University of Illinois at Chicago. survivor a similar environment and effectiveness in balance
No commercial party having a direct financial interest in the research findings rehabilitation compared with VR systems13 across various re-
reported here has conferred or will confer a benefit on the authors or on habilitation settings.9,14 For example, balance training using
any organization with which the authors are associated. Wii Fit has been shown to result in significant improvements
Supplemental digital content is available for this article. Direct URL citation in static and dynamic balance control, which corresponds with
appears in the printed text and is provided in the HTML and PDF versions
of this article on the journal’s Web site (www.jnpt.org). functional improvements.13
The authors declare no conflicts of interest. Although balance control rehabilitation is fundamental,
Correspondence: Tanvi Bhatt, PT, PhD, Department of Physical Therapy, recent findings indicate that impairments in cognitive func-
University of Illinois at Chicago, 1919, W Taylor St (M/C 898), Chicago, tion poststroke may interfere with community mobility and
IL 60612 (tbhatt6@uic.edu).
Copyright C 2014 Neurology Section, APTA.
reintegration. In persons with stroke performing a motor and
ISSN: 1557-0576/14/3804-0216 cognitive task concurrently, if both the tasks share the same
DOI: 10.1097/NPT.0000000000000056 attentional resources (due to an overlap in structural cortical

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JNPT r Volume 38, October 2014 Dual-Task Training Paradigm

networks15 ) or if they are limited (due to age-related deteriora- cian were included. They were required to have the ability to
tion or pathologically compromised central nervous system16 ), stand independently for at least 5 minutes without the use of
performance on either one or both of the tasks is reduced an assistive device and no incidence of falls in last 6 months.
(cognitive-motor interference). Because of the stroke-induced Participants with cognitive deficits, as measured by the Short
cortical lesion, there is a decrease in capacity of process- Orientation-Memory-Concentration test of cognitive impair-
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ing resources and the cognitive-motor interference is signifi- ment (ie, >8), were excluded.26 Short Orientation-Memory-
cantly greater,17 especially while performing the physical task Concentration is also positively correlated with screening tests
concurrently with a cognitive task that challenges working for aphasia, suggesting that individuals with higher score on
memory or executive abilities.18 These findings suggest that the Short Orientation-Memory-Concentration test would show
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integrating cognitive-motor rehabilitation might be crucial in worse language functioning.27 Subjects’ mean ± SD disabil-
addressing balance recovery among chronic stroke survivors. ity status, quantified using the Modified Rankin Scale, ranged
Although dual-task (DT) training (training in perfor- from mild to moderate disability (2.62 ± 0.51) (Table 1). Three
mance of motor task with a concurrent cognitive task) in vari- of the subjects reported having slipped during their activities
ous populations such as older adults,19 persons with Parkinson of daily living but were able to regain balance with external
disease,18 and persons with traumatic brain injury21 has been support. Participants with other neurological (eg, Parkinson
very promising in improving balance control, there is little re- disease, vestibular deficits, peripheral neuropathy, or unstable
search on effects of such rehabilitation in stroke survivors. Re- epilepsy) and musculoskeletal disorders were excluded. Indi-
cent research demonstrates that rehabilitation strategies with viduals with cardiovascular disorders as assessed by resting
DT might produce an efficient integration of the 2 tasks22 heart rate (>85% of age-predicted maximal) and resting oxy-
and “automate” the performance of the primary motor task,23 gen saturation (<95) were also excluded.
providing resources to focus on other tasks.24,25
In this study, we examined a novel and cost-effective
cognitive-motor training paradigm, comprising Wii Fit gaming Protocol
performed in conjunction with various higher-order cognitive Intervention
tasks, to lay the foundation for a multidimensional treatment The cognitive-motor training consisted of VR balance
paradigm. This could subsequently be translated into a home training (using the Nintendo Wii Fit console) performed in
therapy program, contributing to economical health care man- conjunction with cognitive training for 5 consecutive days of
agement. The purpose of this study was to investigate the approximately 110 minutes per session. Training consisted of
adherence and intervention-induced effects of such training in 4 balance board games performed in randomized order: Table
improving intentional balance control under DT conditions. tilt, Tightrope, Soccer, and Balance bubble. These games were
We hypothesized that there would be a significant decrease, in to be played while performing cognitive tasks, which included
both balance and cognitive costs, when comparing post- with memory tasks such as word list generation, letter-number se-
pretraining values, along with significantly greater scores on quencing, and question-answer and memory recall games. In
Intrinsic Motivation Inventory (IMI) postintervention. the word list generation task, subjects were asked to recite as
many words as they can, from a given category, as quickly
METHODS as possible for a given duration (eg, participants were asked
Subjects to say as many names of “animals,” “fruits,” or words from
Eight ambulatory adults with self-reported chronic a given alphabet letter, such as “S”). In the letter-number se-
hemiparetic stroke were recruited after obtaining informed quencing task, subjects were given a paired letter and number
consent, approved by institutional review board of the Univer- (eg, B2) and asked to recite subsequent letter-number pair-
sity of Illinois. Demographics of the stroke subjects are shown ings in ascending or descending order (eg, C3, D4, E5). In
in Table 1. the question-answer task, subjects were asked to answer a set
of questions (eg, what is the date today, what is your favorite
Subject Eligibility season, what is the fastest mode of transportation for you to go
Subjects with hemiparetic stroke (>6 months, without home, etc). In the memory recall game, subjects were period-
any presence of aphasia) as confirmed by participants’ physi- ically given a set of 3 simple words (eg, watch, summer, and

Table 1. Demographics and Stroke Characteristics of Study Participants


Affected Stroke Ischemic/ Modified Rankin SOMC Test
Age, y Sex (M/F) Side (L/R) Onset, y Hemorrhagic Scale (/6) (/28)
54 M L 2 H 3 6
38 F L 7 I 2 5
64 M R 10 I 3 5
54 M R 3 I 3 4
55 M R 7 I 2 5
28 F R 2 H 3 4
56 F R 5 H 2 7
65 F L 13 I 3 6
Abbreviations: F, female; H, hemorrhagic; I, ischemic; M, male; L, left; R, right; SOMC, Short Orientation-Memory-Concentration.


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Subramaniam et al JNPT r Volume 38, October 2014

book) to recite and which they were asked to recall after about function. This is a relatively complex task that requires main-
1 minute. During the initial session, participants underwent tenance, retrieval, and reorganization of information.36 In this
a brief orientation on how to use the Wii Fit gaming system cognitive task, subjects were given predetermined numbers
and the objective of each game (Table tilt: getting the marble and asked to perform serial subtraction (eg, subtract 7 from
in the hole; Tightrope: walk across a rope; Soccer: heading 40 as many times as you can until stopped). After 2 trials of
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soccer balls; and Balance bubble: navigating through the maze familiarization, another 2 trials were conducted using 2 new
without popping the bubble), which a research assistant then number sets. These trials served as the ST cognitive condition.
demonstrated. Subjects learned the mechanisms of the gaming The number of accurate responses recited within the given
system with practice, verbal feedback from the therapist lead- time period of each trial was recorded.
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ing the session, and visual feedback from the gaming system,
as seen on the television. Training began once they were able DT Condition
to demonstrate ability to play the game by achieving a score Under DT conditions, subjects performed the limits of
of more than zero on each game of the 4 games, without any stability test in conjunction with the counting backward task.
verbal feedback or physical assistance from the investigator. Upon cue, subjects were required move their avatar into the
All subjects were able to achieve this goal within 10 minutes. target by shifting their weight in the intended direction while
Subjects participated in all 4 games (23 minutes each) with 5 simultaneously reciting as many numbers as possible through
minutes rest in between games, totaling up to approximately the given serial subtraction. To allow for accurate comparison
110 minutes of balance training time per session. Subjects of the cognitive performance between ST and DT conditions,
wore a gait belt and a researcher provided external assistance the same 2 number sets (start number and subtracting digit)
(contact guard support) and supervised the subjects so that no from the seated cognitive task were utilized for the DT task.
falls occurred during the intervention period. During testing, subjects were not specifically instructed to pri-
oritize either the cognitive task or the balance task and the
Primary Outcome Measurements numbers for each trial remained same for all the subjects.
All the subjects completed assessments pre- and postin-
tervention, which were performed by a research assistant, who Trial Order. Subjects first performed the cognitive task
was blinded to prevent balance evaluation bias. The details of (ST condition). They were then given a 30-minute break as
each test are described in the following text. a washout period. The washout period was followed by the
limits of stability test. Each trial for the limits of stabil-
ST Condition ity test was coded on the basis of the task condition (ST
Balance Control Task. Balance control was assessed vs DT) and direction (forward vs backward). The order for
using the limits of stability test,28 a protocol of the Equi- each trial was randomized using a random number generator
Test (Computerized Dynamic Posturography),29,30 with evi- computer algorithm and followed for each subject. To avoid
dence of its reliability31 and validity.32,33 Limitations in the fatigue, a 1- to 2-minute rest period was provided between
ability to perform the test strongly correlated with other trials.
performance-based functional balance measures.32,35 Sub-
jects, secured with a safety harness system, stood on the Eq- Secondary Outcome Measurements
uiTest balance platform and were asked to lean their body in In addition to the primary outcome measures, adherence
either forward or backward directions to move their “avatar” to therapeutic activities37 was measured with the IMI scale.
from the center (center of pressure vector projected on the It has been used in several experiments related to intrinsic
screen in front of them) to the respective target box. Subjects motivation and self-regulation38,39 and has good evidence of
were asked to do this without losing balance, stepping, or being reliable.40 We also recorded the number of missed train-
reaching for assistance. All subjects performed 2 familiariza- ing days. Standardized clinical outcome measures such as the
tion trials, after which data for one trial, in both the directions, Berg Balance Scale and Timed Up and Go were also examined
were collected. pre- and postintervention. The gaming scores were recorded
The outcome measures to quantify balance performance from the Wii Fit software after each game (during training).
recorded by the software included reaction time, movement Schematic of the study design, demonstrating the chronologi-
velocity, maximum excursion, and directional control. Reac- cal sequence of events, consisting of the pretest, intervention,
tion time is the time, in seconds, between the command to and posttest, is represented in Figure 1.
move and the onset of the user’s movement. Movement ve-
locity is the average speed of center-of-gravity movement in Statistical Analysis
degrees per second. Maximum excursion is the maximum ex- To determine any change in performance between DT
cursion amplitude, in percentage, of center of mass achieved and ST (cognitive-motor interference) conditions, we calcu-
during the trial. Directional control is the comparison, in per- lated DT costs for each of the balance outcome measures (re-
centage, of the amount of movement of the center of mass action time, movement velocity, maximum excursion, and di-
in the intended direction (toward the target) to the amount of rectional control) and the cognitive measure (number of words
extraneous movement (away from the target). recited) pre- and postintervention. Dual-task cost equals [(ST
− DT)/DT] × 100.41 Positive cost (higher cost) indicated
Cognitive Task. While seated, subjects performed a lower performance for all outcome measures except reaction
counting backward task, which is a test of working memory time. Reaction time was expected to increase more under DT

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Figure 1. Schematic of the study design, demonstrating the chronological sequence of events, consisting of the pretest,
intervention, and posttest. The preintervention tests were performed 2 days before beginning the intervention; similarly, the
postintervention tests were performed 2 days after completion of the 5th day of intervention. For training, the question-answer
game and memory games were interspersed and the order of the word list generation, letter-number sequencing, and
question-answer memory recall games were randomized between the 5 training session but were kept same between subjects.
LOS, limits of stability; Fwd, Forward; Bwd, Backward; BBS, Berg Balance Scale; TUG, Timed Up and Go; IMI, Intrinsic Motivation
Inventory.

conditions than under ST conditions; a higher cost (lower per- η2 = 0.98; 95% CI, 36.34-46.96) directions (Figure 3C and
formance) would be indicated by increased negative values. D). There was a similar decrease in maximum excursion cost
It was postulated that after training DT cost would be lower, for forward (P < 0.05; η2 = 0.93; 95% CI, 24.39-39.91) and
indicating significantly greater performance under DT condi- backward (P < 0.05; η2 = 0.93; 95% CI, 28.27-42.41) direc-
tions for balance and cognitive measures. Paired t tests were tions (Figure 3E and F) and directional control cost for forward
performed on these computed costs, along with changes in the (P < 0.05; η2 = 0.92; 95% CI, 19.66-29.75) and backward (P
gaming scores, Berg Balance Scale, Timed Up and Go, and < 0.05; η2 = 0.81; 95% CI, 8.85-25.30) directions (Figure 3G
IMI scores, to analyze the changes in postintervention com- and H). The cognitive cost was significantly lower for forward
pared with preintervention values. A significance level (α) of (P < 0.05; η2 = 0.71; 95% CI, 10.41-44.1) and backward (P
0.05 was chosen for statistical comparisons performed using < 0.05; η2 = 0.98; 95% CI, 2.30-40.61) directions (Figure 4).
SPSS software version 17.0 for analysis. Also the magnitude For the gaming scores between pre- and postinterven-
of effect between the pre and post intervention were calculated tion (first day and last day), there was a significant increase in
with Cohen’s d formula where: d = Pre-intervention
√ mean - Soccer (P < 0.01; η2 = −0.62; 95% CI, (−5.87 to −1.87),
Post-intervention mean/SD pooled and = d/ (d2 + 4). To Table tilt (P < 0.01; η2 = −0.70; 95% CI, −18.39 to −5.1),
adjust for changes in intervention Cohen’s benchmarks were Balance bubble (P < 0.01; η2 = −0.78; 95% CI, −90.40 to
used to indicate small (≤0.20), medium (≤0.50), and large −34.01), and Tightrope (P < 0.01; η2 = −0.87; 95% CI,
(≥0.80) effect sizes. −20.24 to −12.75) scores (Table 2). There was a signifi-
cant improvement in both the Berg Balance Scale (P < 0.05;
η2 = −0.36; 95% CI, −3.71 to −1.53) and Timed Up and Go
RESULTS scores postintervention (P < 0.05; η2 = 60; 95% CI, 1.63-
All subjects were present for all 5 days of training. Each 4.07). Postintervention scores on the IMI were significantly
subject’s raw scores on the balance outcome measures (from greater than preintervention scores (P < 0.01; η2 = −0.92;
the limits of stability test) are presented in Figure 2. All sub- 95% CI, −7.91 to −5.58) (Table 3). For all the outcome vari-
jects were present for all 5 days of training. Each subject’s raw ables, the values of resulted in >50% of the variance due to
scores on the balance outcome measures (from the limits of intervention, indicating large practical significance.
stability test) are presented in Figure 2A-H.
Between pre- and postintervention scores, the reaction
time cost decreased significantly for forward (P < 0.01; η2 = DISCUSSION
−0.83; 95% confidence interval [CI], −30.96 to −13.76) and The results supported our hypothesis that there would be
backward (P < 0.01; η2 = −0.92; 95% CI, −68.13 to −45.23) a significant decrease in both balance and cognitive costs post-
directions (Figure 3A and B). There was a significant decrease training, suggesting an improvement in these functions and
postintervention in movement velocity cost for forward (P < corresponding decrease in cognitive-motor interference. Fur-
0.01; η2 = 0.71; 95% CI, 9.66-35.62) and backward (P < 0.01; thermore, as hypothesized, subjects’ adherence to intervention


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Figure 2. Change in pre- and posttraining scores of individual subject performance under dual-task condition on the limits of
stability test for reaction time (RT) in seconds (A and B), movement velocity (MV) in degrees per second (C and D), maximum
excursion (MXE) in percentage, and directional control (DC) in percentage. The left panel represents the forward (Fwd) direction
(A, C, E, and G), and the right panel represents the backward (Bwd) direction (B, D, F, and H).

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Figure 3. Means and standard deviations for the pre- and posttraining costs (in percentage) for reaction time (RT) cost (A
and B), movement velocity (MV) cost (C and D), maximum excursion (MXE) cost (E and F), directional control (DC) (G and H).
The cost for each variable represents the difference in performance on the limits of stability test between single-task and
dual-task conditions. The left panel represents the forward (Fwd) direction (A, C, E, and G) and the right panel represents the
backward (Bwd) direction (B, D, F, and H).

was maintained and postintervention motivation was signifi- metric foot stepping, controlled movements near the limits
cantly greater. of stability, and adequate attention, memory, and decision-
There was a significant improvement in training-induced making skills. In addition, the game scores (results) on each
performance on the Wii Fit game scores, suggesting that sub- trial provided performance feedback to the subjects, which
jects acquired the ability to successfully execute the balance- may have facilitated their decision making for improving
related requirements of the gaming tasks: weight shifting, sym- performance on subsequent trials.42 This reinforcement could


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Figure 4. Pre- and posttraining scores (correct responses) for individual subjects for the counting backward (CB) task under
dual-task condition for the (A) forward (Fwd) and (B) backward (Bwd) directions. The means and standard deviations of the
cognitive (Cog) cost in percentage are also presented for the (C) forward and (D) backward directions. The cognitive cost
represents the difference between the single-task (seated only) and dual-task conditions.

be particularly important for adherence to therapeutic activities Table 2. The Means (and Standard Deviations) for the
in community-dwelling stroke survivors with reduced motiva- Wii Fit Balance Gaming Scores for Day 1, Day 3, and Day 5
tion levels for rehabilitation programs.9,14 Significantly im-
proved scores on the IMI postintervention further lend support Day 1 Day 3 Day 5
to the aforementioned findings. Table tilt 19.41 (3.97) 31.95 (8.21) 35.66 (5.16)a
Better performance on the games indeed translated to an Tightrope 21.66 (6.44) 23.37 (10) 33.37 (5.42)a
Soccer 9.58 (2.84) 11.95 (3.14) 13.20 (1.79)a
improvement in balance control under DT conditions. Postin- Balance bubble 72.91 (16.65) 139 (68.10) 135.12 (30.19)b
tervention, subjects decreased DT cost in temporal (reaction a
P < 0.05, between day 1 and day 5.
time), spatial (movement velocity, maximum excursion, and b
P < 0.01, between day 1 and day 5.
directional control), and cognitive abilities, indicating im-
proved performance in these functions. These improvements
could have been a result of better allocation of cognitive re- Until recently, cognitive training and its influence on
sources, which might have further facilitated attentional con- motor behavior received little attention. A decline in cognitive
trol when performing cognitive tasks concurrently with bal- function was related to irreversible structural changes asso-
ance activities. ciated with aging or pathology, rather than a clinical symp-
Recent research recommends VR training to pro- tom that could benefit from rehabilitation.48,49 A recent study
mote improved integration of motor and cognitive skills for by Chapman et al50 has demonstrated significant plasticity-
improving physical function.43 However, other evidence in- induced improvements in cortical activations after a 12-week,
dicates that although VR interfaces allow for improved body 1 h/wk, cognitive training intervention in a group of older
awareness, movement processing, and overall motor skill ac- adults. The study demonstrated significant gains in resting state
quisition, they do not provide sufficient cognitive stimulation activation and increased connectivity and structural integrity
for addressing higher-order functions such as working mem- in the default mode network (a brain system that corresponds
ory and executive abilities.44,45 In fact, some studies have dis- to task introspection and active in the absence of focused task
cussed the difficulties in transferring cognitive skills trained performance) and the central executive network (regions of the
by video games to real tasks.46,47 This study thus explored a brain active while performing executive functions). We believe
combined cognitive-motor training paradigm, consisting of be- that DT training utilized in this study challenged higher-order
havioral training focused on improving higher-order cognitive functions including working memory and semantic mem-
skills along with balance skills. ory, which could have led to greater provision of attentional

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JNPT r Volume 38, October 2014 Dual-Task Training Paradigm

Table 3. Means (and Standard Deviations) of Pre- and effects of such high-intensity training protocols, lend further
Postintervention Scores for the Secondary Outcome support to shorter-term effects of such high-intensity training
Measures protocols.55 While most current literature on adherence to par-
ticipation includes intervention durations ranging from a few
Mean (SD)
months to years, our study duration was only for a week. To
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Pretest Posttest P have a wider application of this approach in stroke survivors,


BBS (/56) 46.5 (3.46) 49.12 (3.13) 0.001 future studies should explore dosage requirements for indi-
TUG, s 20.28 (2.4) 17.42 (1.39) 0.001 viduals at different stages of recovery, specifically addressing
IMI (/25) 16.875 (1.35) 23.62 (1.30) 0.000 long-term adherence to the protocol and retention of training-
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Abbreviations: BBS, Berg Balance Scale; IMI, Intrinsic Motivation Inventory; TUG, induced changes.
Timed Up and Go. Overall, the effect sizes in our study resulted in >50%
of the variance due to intervention, indicating medium to large
improvement in both balance and cognitive costs. Similar
resources toward improving both balance control and cogni- effects were also seen in the gaming scores, Berg Balance
tive performance while performing these tasks concurrently. Scale, Timed Up and Go, and Intrinsic Motivation Inven-
Given the gradual and progressive decline in working memory, tory scores post-training. This indicates relevant clinical sig-
especially in the chronic stages poststroke, such training could nificance and promotes the importance of integrating this
have significant impacts to slow this decline. paradigm into a clinical treatment program and assessing it’s
Recovering from stroke involves relearning complex bal- efficacy for translation into a home therapy program.
ance tasks requiring stability and mobility in the presence of
motor and cognitive deficits. Individuals with stroke therefore
use greater attentional resources to perform activities previ- Limitations
ously performed skillfully. In other words, these activities will The present study design did not provide any estima-
be performed at an associative or cognitive stage as opposed to tion of learning or maturation trends during pretest due to
autonomous stage.14 When the benefits of movement automa- the lack of interrupted time-series design. However, previous
tion are lost, balance control can be expected to be more vulner- literature on reliability studies for the limits of stability test
able to cognitive distractions (cognitive-motor interference), demonstrates no learning effects when the test is used for as-
subsequently increasing the risk of falls.51,52 Consequently, sessment once the patient is sufficiently familiarized with the
the central element of successful cognitive-motor rehabilita- procedure prior to data collection.29,56,57 Thus, as part of our
tion for stroke survivors should be designed to compensate for study design, we provided 2 familiarization trials before the
damaged cortical regions through the activation of compen- actual testing, ensuring that the test was highly reliable and
satory reserves. Also, as balance control centers in the brain- did not have any maturation trends during the balance testing.
stem are postulated to be influenced by descending cortical Furthermore, baseline tests were done on day 1, followed by the
inputs, addressing practice-induced plasticity changes in these intervention phase from day 4 to day 8, and postintervention as-
networks may decrease cognitive-motor interference and im- sessment performed on day 11 to ensure a sufficient time inter-
prove DT capacity.18,24,53 Interventions should therefore focus val between preassessment, intervention, and postassessment.
on higher-order cognitive functions such as working memory The lack of control group in the study might pose a
and executive function,18 and provide physical activities with threat to its internal validity. However, the study protocol
decision-making opportunities to facilitate the complex cog- was designed to address this limitation. It was ensured that
nitive processing required for community living.24 Improved the training games selected for intervention used a wide
performance posttraining, as indicated by a decrease in both range of balance control mechanisms, such as lateral weight
balance and cognitive costs, suggests that DT rehabilitation shifting (Soccer and Tightrope game), and controlling the
challenging higher-order functions could promote automatic- displacement and variability of their center of pressure within
ity of the DT performance. their existing base of support (Table tilt and balance bubble).
Although the entire intervention was conducted over a Further to minimize the threat to internal validity, the pre- and
week, the overall dosage of approximately 9 hours of training is postassessments were, however, conducted on the limits of
similar to many other protocols that are spread over longer du- stability test specifically in the forward and backward direc-
rations. Also, recent rehabilitation research has shown the im- tions. Similarly, the cognitive task used for the DT assessment
portance of high-intensity, short-duration training in improv- was different than the tasks used for training. Furthermore,
ing functional recovery in people who have had a stroke.14,53,54 subjects did not participate in any other physical activity or
The post-intervention improvement of 2.6 for the Berg Balance therapeutic interventions other than carrying on their typical
Scale and 2.9s for the Timed up and Go test, were greater or activities of daily living. The pre- and postassessment sessions
equal to the minimal detectable change of 2.5 for Berg Bal- were performed at the same time of the day. Nonetheless,
ance Scale and 2.9s for Timed Up and Go test respectively future studies should also compare balance improvements
established for people with chronic stroke. This suggests that between equal doses of Wii Fit training with and without dual
the post-intervention change in outcome measures could in- tasking to determine whether the improvement in balance
deed be a meaningful clinical change that can lower fall-risk in control is purely due to the DT gaming paradigm or due to
this population. These results further support to shorter-term the high-intensity Wii Fit training session.


C 2014 Neurology Section, APTA 223

Copyright © 2014 Neurology Section, APTA. Unauthorized reproduction of this article is prohibited.
Subramaniam et al JNPT r Volume 38, October 2014

CONCLUSIONS 17. Plummer P, Eskes G, Wallace S, et al. Cognitive-motor interference during


The dual-task training paradigm proposed in this study functional mobility after stroke: state of the science and implications for
future research. Arch Phys Med Rehabil. 2013;94(12):2565-2574.
could effectively promote the ability to maintain optimal func- 18. Cicerone KD, Dahlberg C, Kalmar K, et al. Evidence-based cognitive
tion on balance and cognitive tasks under challenging ‘real rehabilitation: recommendations for clinical practice. Arch Phys Med Re-
life’ circumstances without compromising compliance to the habil. 2000;81(12):1596-1615.
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practice schedule. Further studies with larger sample sizes 19. Theill N, Schumacher V, Adelsberger R, Martin M, Jancke L. Effects of
simultaneously performed cognitive and physical training in older adults.
are needed to assess efficacy of this intervention for potential Arch Phys Med Rehabil. 2000;81(12):1596-1615.
translation into a clinical treatment program. 20. Fok P, Farrell M, McMeeken J. The effect of dividing attention between
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walking and auxiliary tasks in people with Parkinson’s disease. Hum Mov
ACKNOWLEDGMENTS Sci. 2012;31(1):236-246.
21. Fritz NE, Basso DM. Dual-task training for balance and mobility in a
The authors thank the American Heart Association, person with severe traumatic brain injury: a case study. J Neurol Phys
National Affiliate, for the Scientific Development Grant (PI, Ther. 2013;37:37-43.
22. Glasauer S, Stein A, Günther AL, Flanagin VL, Jahn K, Brandt T. The
Dr Bhatt). The authors also thank Kaitlyn Reinwald for edit- effect of dual tasks in locomotor path integration. Ann N Y Acad Sci.
ing the manuscript, Tejal Kajrolkar for assisting with the data 2009;1164:201-205.
23. Ruthruff E, Van Selst M, Johnston JC, Remington R. How does practice
collection, and Prakruti Patel for her thoughtful comments on reduce dual-task interference: integration, automatization, or just stage-
the manuscript. shortening? Psychol Res. 2006;70(2):125-142.
24. Robertson IH, Murre JM. Rehabilitation of brain damage: brain plas-
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