Efficacy of Language Games as Therapy for Post

Efficacy of Language
Games as Therapy for
Post-Stroke Aphasia
Louise Lander
Moor Green Outpatient Brain Injury UnitBirmingham Community Healthcare NHS Foundation Trust
 A novel, clinically relevant intervention
 Collaboration between public healthcare provider and
universities
 Funded by the National Institute for Health Research
Dr Andrew Olson
Dr Cristina Romani
Samantha Tyler
Iman Idrees
Louise Lander
The context:
 Rising demand for healthcare, with limited resources
 An urgent need for new and productive ways of delivering aphasia therapy
 Focus on word-retrieval: an extremely common and distressing symptom,
which is extensively treated with cued picture-naming therapies (eg
Wisenburn & Mahony, 2009)
Word retrieval therapy:
We used:
• Clinically effective
• at impairment and functional levels
• deliver improvement in quality of
life, reduce social isolation
• Cost effective
• delivered efficiently to enable
increased intensity
• Acceptable to patients
• be motivating and engaging
• Impairment based cued wordretrieval
• Group therapy
• A game mode
Design:
Language game therapy
 Charade-like games
 Picture cards: 90 nouns 90 verbs
 3 matched word groups for 3 games
 Game P- phonemic cueing
 Game G- phonemic+gesture cueing
 Game S- phonemic+semantic cueing
 Each game played for 18 hours over 2 weeks
 Two teams of 3 patients, with mod-severe, expressive
chronic aphasia
Assessment
 Assessment specific to game
therapy:
 Picture-naming of 180 treated words
 Description of 9 pictured scenarios
 Assessment of general language
function:
 Comprehensive Aphasia Test
 Boston Naming Test
 Cinderella Story Re-tell
 Subjective assessment:
 Participant Satisfaction Questionnaire
Picture naming: Gains by treatment order
Group scores for each word set
60
Interaction
between word set
and game type:
p<0.001
50
Percent correct
40
Word set P
Word set G
30
Word set S
20
10
0
Time 1
Time 2-After Time 3-After Time 4-After Time 5-After
Game P
Game G
Game S
standard
therapy
Treatment order
Scenario description: Gains by treatment order
Group scores for each word set
35
Interaction
between word set
and game type:
p<0.001
Percent targets achieved
30
25
20
Word set P
Word set G
15
Word set S
10
5
0
Time 1
Time 2- after Time 3- after Time 4- after Time 5- after
game P
game G
game S
standard
therapy
Treatment order
Picture naming:
Gains by participants
Participant data combined across game type
90
Main effect of
therapy phase:
p<0.001
80
Percent correct
70
60
P1
50
P2
P3
40
P4
P5
30
P6
20
mean
10
0
Baseline
After game
therapy
Maintenance
Therapy phase
After standard
therapy
Scenario description: Gains by participants
Participant data combined across game type
50
Main effect of
therapy phase:
p<0.001
Percent targets achieved
45
40
35
P1
P2
P3
P4
P5
P6
mean
30
25
20
15
10
5
0
Baseline
After game
therapy
Maintenance
Therapy phase
After standard
therapy
% change in average score
Summary of all language testing
120
*
100
*
*
80
60
40
20
0
*
Participant satisfaction with therapy
40
Number of responses
35
30
Example statements:
Standard therapy
-The therapy improved
my talking
Game therapy
-The therapy was suited
to me
25
20
-The therapy helped me
achieve my goals
15
-I am satisfied with the
therapy
10
-I did not get tired
5
0
Strongly Disagree Neither
disagree
agree nor
disagree
Agree
Strongly
agree
Summary
 Picture-naming score almost doubled: sits favourably with other
studies (eg Ramsberger & Marie 2007, Rider et al 2008, Best et al
2013, Raymer et al 2006)
 This therapy is distinguished from others in that it is delivered
intensively and efficiently to a group in a game format
 The improvements were largely item-specific, similar for types of
cueing
 Gains were largely long-lasting and generalised to a connected
speech context
 This supports the validity of our game therapy for improving wordretrieval in connected speech.
 Some participants improved content of unsupported narrative.
 It was clinically effective, cost effective and had strong patient
acceptability
References
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