Feasibility of a Home-Based Exergame Therapy for Youth with Spinal Muscular Atrophy
Maryam Oskoui1, Kathy Selby3, David Herzig4, Katrina Cardiff5, Niamh Cushen6, Yan Defosses7, Hernan Gonorazky8, Juergen Gottowik9, Renee Haldenby10, Ivan Jurisic10, Shaainthabie Karthigesu2, Leigh MacIntyre11, Alex MacKenzie12, Jean Mah13, James McCullough14, Pamela Ng5, Slawomir Opalka15, Michal Openchowski16, Svetlana Petkun10, Beth Potter12, Jordan Sheriko17, Maureen Smith18, Martin Strahm10, Sarah Turgeon Desilets19, Angelina Woof20, Xing Chen10
1Pediatric Neurology, McGill University, 2McGill University, 3University of British Columbia Childrens Hospital, 4F. Hoffmann - La Roche AG, 5RI-MUHC, 6BCCH, 7Cure SMA Canada, 8University of Toronto, Hospital for Sick Children, Child Neurology, 9F. Hoffmann–La Roche Ltd, 10F. Hoffmann-La Roche Ltd, 11Lasso Informatics, 12University of Ottawa, 13University of Calgary, 14Hoffmann-La Roche Ltd., 15Transition Technologies PSC, 16Roche Polska Sp. z o.o., 17IWK Health, 18Canadian Organization for Rare Disorders, 19McGill University Health Centre, 20University of British Columbia
Objective:

To assess the feasibility of a fit-for-purpose exergaming intervention in youth (6-18 years old) with spinal muscular atrophy (SMA) and neurotypical controls.

Background:
The nature of how best to promote the recommended frequency of physical activity in youth with SMA is evolving. The use of active videogames for rehabilitation (exergaming) has a positive impact on motivation towards training, is flexible in scheduling, and has proven impact on enhancing strength, coordination, and mobility in other conditions. We have developed a home-based exergame (Tales from the Magic KeepTM) specifically for youth with neuromuscular disorders in which functional upper limb and trunk movements are tracked by the Microsoft® Kinect Azure sensor.

Design/Methods:

We conducted a 4-week open label feasibility study across two Canadian sites. The exergaming intervention was used at home by participants at a target dose of 20 minutes four times a week. Feasibility of the game was determined by assessing adherence, acceptability, and need for game adaptation. Adherence was quantified by the motion detector from the Azure Microsoft Kinect Platform and verified against a weekly participant reported log. A Likert scale was used to evaluate the perceived value, experience, satisfaction, and need for adaptation regarding the exergame. Usability was assessed using the System Usability Scale.


Results:
Ten youth with SMA and five neurotypical controls were enrolled. Results of the feasibility study will be presented.
Conclusions:
Exergaming was found to be acceptable and enjoyable to youth with a wide range of abilities.  Therapy gamification has the potential to increase physical activity in youth with SMA and other neuromuscular disorders.

10.1212/WNL.0000000000203145