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. 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