When
it comes to evaluating and treating concussions, there's a lot we don't
know. A bonanza of new research is trying to change
that.
By R.J. Anderson
R.J. Anderson is an
Assistant Editor at Training & Conditioning.
Brandon
Manning, a junior linebacker at Virginia Tech, is known for being in
the right place at the right time. But during the team's loss to West
Virginia this past fall, Manning seemed to be in a different
stratosphere.
While reviewing video of the second half of the
game, a member of the coaching staff turned to Manning and asked,
"Brandon, what in the heck were you doing on that play?" After careful
consideration, Manning answered that he didn't know--in fact, he didn't
even remember being on the field for that play. A few minutes later, he
realized that he was seeing many parts of the game for the first
time.
After getting over their surprise, coaches relayed word of
Manning's amnesia to the sports medical staff, who quickly went to
their computers. During the game, Manning wore one of the team's eight
helmets outfitted with the Head Impact Telemetry System (HITS)
technology, a wireless, impact-measuring device. The special helmet
contains six tiny accelerometers similar to the sensors used in
automobiles to trigger air bag deployment during a collision. The
sensors gather information about the force and directionality of each
blow to the helmet and transfer the data to a microchip imbedded inside
the crown of the helmet. A small antenna is attached to the microchip
and transmits the data to a receiver connected to a laptop computer on
the sideline, where the information is stored and monitored.
HITS technology was used at Virginia Tech last season to study
the types of blows football players receive and what types cause
concussions. In Manning's case, it also helped the sports medicine
staff uncover a concussion they otherwise would have missed.
Examining the readings from Manning's helmet, the medical staff
discovered that a relatively high load had been delivered in the first
half of the game. They were then able to time-synch the game video with
the HITS data and view the play which led to Manning's concussion: a
helmet-to-helmet collision with West Virginia tailback Quincy Wilson,
followed by Manning's head hitting the turf. To Manning, the Hokies
leading tackler, the hit seemed no different than any other of the
hundreds of blows he had dished out during his career. He didn't leave
the field following the play and he never reported anything to the
coaches during or after the game. But unbeknownst to him, Manning was
the first person to ever have a concussion recorded by HITS
technology.
"The technology is spectacular, because for the
first time it allows us to evaluate these hits in real time," says,
Gunnar Brolinson, DO, Team Physician for Virginia Tech football. "It's
an opportunity to prevent players from sustaining additional blows to
the head after having sustained a concussive load to the
brain."
Hits measured in real time? Accelerometer sensors?
Microchips in helmets? Concussion-reading computers? Welcome to the
wave of the future in concussion research.
Only five years ago,
most athletic trainers assessed concussions according to whether or not
a player lost consciousness, and determined if they were ready to
return to play based on one of the many arbitrary grading scales
available. Today, a rapid succession of research has shed new light on
assessing these injuries and has even broken new ground on treatment
ideas. In this article, we'll update you on the most recent research
and review how it can help you, right now, better assess
concussions.
Latest Research
"Before last year
there wasn't a single published study looking at concussions in high
school athletes," says Michael Collins, PhD, Assistant Director of the
Sports Concussion Program at the University of Pittsburgh Medical
Center. "But in 2003 alone, we published seven studies looking at high
school kids."
Among the UPMC findings was information that high
school athletes take longer to recover from initial concussions than do
college athletes. The researchers found that even seven days after
suffering a concussion, high school athletes still reported significant
symptoms, such as headaches and nausea, and also performed worse on
neurocognitive tests than those who were uninjured. In the study,
published in the May 2003 Journal of Pediatrics, college athletes
typically returned to near-normal levels within three days, despite
suffering more serious injuries.
The UPMC research also calls
into question traditional concussion evaluation for athletes of all
ages. In a study published in the July 2003 issue of the Clinical
Journal of Sports Medicine, UPMC researchers determined that
amnesia--as opposed to loss of consciousness--was the most important
symptom for measuring severity. "Our study showed that many athletes
with mild concussions whose symptoms disappeared within 15 minutes
still showed significant decline in memory processing and other
symptoms within one week post-injury, which means they weren't healed,"
says Mark Lovell, PhD, Director of the Sports Concussion Program at
UPMC.
Based on the research, Lovell and his colleagues encourage
athletic trainers to revisit the way they judge the severity of a
concussion. "You want to find out if the player remembers what happened
during the first five or 10 minutes before and after the injury," he
says. "Ask the athlete to remember three words. Ask them to recount
details of what happened to them. We think it's very, very important to
evaluate that on the field, at the time of the injury. If we can detect
any amnesia on the field, if there's any detectable mental status
change, if they have a significant headache, or if their balance is
off, then we hold them out for the rest of the contest."
The
reason assessing concussions is so critical was underscored in an
article in the Nov. 19, 2003 issue of the Journal of the American
Medical Association. It indicates that once an athlete is concussed,
the probability that he or she will experience a second concussion
during the same season is greatly increased. Conducted by Kevin
Guskiewicz, PhD, ATC, Director of the Sports Medicine Research
Laboratory at the University of North Carolina, the study also
indicates that recovery is slower in players with a history of
concussions, and that players who reported a history of three or more
concussions are three times more likely to experience the injury again
compared to players with no concussion history.
Guskiewicz
notes that 30 percent of the players with three or more previous
concussions had symptoms lasting longer than a week, compared with only
about seven percent of those with no history of concussion. Researchers
found that 92 percent of repeat concussions occurred within 10 days of
the initial injury, and 75 percent occurred within seven days.
"This underscores the critical importance of making certain
that athletes are without symptoms before they are allowed to return to
participation," says Guskiewicz. "Concussed players often will still be
vulnerable during the first few days following the injury, but they are
unlikely to sit out unless a physician or athletic trainer holds them
out."
The study, which is part of the NCAA Concussion Study, is
currently the largest multi-site study on recovery and outcome
following sports-related concussion. The investigation took place at 25
colleges over a three-year span ending in 2001. During that time, 200
concussive injuries were reported in 2,905 football players. Guskiewicz
and his colleagues reported 184 players (6.3 percent) experienced a
concussion during that period, and 12 players suffered at least two.
Positions that incurred the most concussions were linebackers,
offensive linemen, and defensive backs.
While many of the
recently published studies examine the effects of concussion-induced
collisions, the next wave of research concentrates on the biomechanics
involved with concussion-causing impacts. The first of these studies
was introduced in the October 2003 issue of Neurosurgery and was
commissioned by the National Football League along with NFL Charities
and directed by Elliot Pellman, MD, Chair of the NFL Committee on Mild
Traumatic Brain Injury (MTBI) and Team Physician for the New York Jets.
The purpose of the research was to break down the impacts that caused
significant head injuries and concussion by utilizing NFL game footage.
The researchers obtained 182 cases on video for analysis that took
place between 1996 and 2001. A cinematographic analysis was developed
to determine the speed at which the players were moving prior to the
concussion-causing collision. For 31 of the incidents, footage
containing multiple camera angles of the impact was available. These
viewings allowed the researchers to perform three-dimensional
laboratory reconstructions using helmeted crash-test dummies.
The results indicated that concussions are more likely to
result from translational acceleration where impact causes the head to
move in a straight line, rather than from the neck twisting from side
to side. The footage also revealed that most concussions occurred when
players were hit on the side of the helmet, on the facemask, or when
the back of the helmet absorbed the impact.
The Pellman study
was considered to be a milestone for concussion research, as it was the
first to look at the speed of impact and the amount of head
acceleration that occurred on impact. With a precedent now set, other
groups are set to carry that research a step or two further. One such
group is at Virginia Tech, where Manning and his teammates are helping
researchers gauge the speed and directionality of the blows they
receive. While Pellman and the MTBI Committee painstakingly worked to
estimate and re-enact the impact in a laboratory, the medical staff and
engineers at Virginia Tech aim to measure the impacts in real time as
they occur on the playing field.
Capturing the
Data
The Virginia Tech project, which is funded by the Center
for Injury Biometrics at the Virginia Tech College of Engineering in
conjunction with the Edward Via Virginia College of Osteopathic
Medicine and the Virginia Tech Sports Medicine Department, was
implemented at the beginning of the 2003 football season. Every two
weeks the team rotated eight sets of sensors to eight helmets belonging
to different players. By the end of the season, 38 players had worn
helmets equipped with HITS sensors during games and practices.
The sensors are designed to track a range of blows, which are
measured in gravitational forces (g's) with ranges from 15 to 150 g's.
"An impact of 120 g's would be like a severe car accident, which you
could survive while wearing a seat belt," says Stefan Duma, PhD,
Director of the Virginia Tech-Wake Forest Center for Injury
Biomechanics. Half of the blows registered by HITS measured more than
30 g's, while blows exceeding 150 g's were rare, but did
occur.
"We rotated the sensors to get a valid assessment of
which position is taking what kind of blows," says Brolinson, adding
that the system captured data from over 3,300 high-impact blows during
the season. "One of the things I think is going to come out of this
study is the need for position-specific helmets. I think we're seeing
that linemen sustain certain kinds of loads compared with defensive
backs, running backs, and so on. We already have position-specific
shoulder pads, why not position-specific helmets too?"
One
particular finding that surprised Brolinson and his colleagues was the
abnormally high number of hits that offensive and defensive linemen
experience during a game. "It was not unusual for our linemen to
sustain 50 or 60 significant blows to the head during a game," he
says.
In follow-up studies, Brolinson says he would like to find
the clinical significance of repeated nonconcussive blows. "We see
multiple loads occurring with linemen," he says. "They are below the
level of concussion, but almost any lineman that you talk to--high
school, college, or professional--will tell you that a lot of them have
headaches following games. We have previously thought these headaches
were simple muscle tension headaches, and that may in fact be the case,
but at this point given the number of blows and amount of g-loading
sustained over the course of a game, we've identified an area we want
to investigate more thoroughly."
Brolinson also wants to
continue to investigate the type of hits that cause concussions.
"Ultimately what we want to do, using regression equations, is predict
risk of concussion based on the directionality of the blow and the load
that is sustained, and then evaluate the athlete accordingly," he says.
"We want to identify what level of blow we need to be concerned about,
even in a player that retains consciousness. If a player sustains a
120-g hit, what is his risk of significant brain injury? Is it 25
percent, is it 50 percent, is it 75 percent? We want to identify the
at-risk player based on the magnitude of the blow and we would also
like to identify the at-risk player based on the cumulative
blows."
The directionality of the blow, Brolinson stresses, is
just as important to causing a concussion as the force of the impact. A
player who sustains a 130-g frontal impact might walk away from the
play without a concussion, while the same player could take a 70- or
80-g lateral or posterior blow that could leave them with concussion
symptoms. It is one of the variables their study is exploring--using
risk modeling to decode concussion-causing impacts.
"Once we
accumulate enough data to build these logistic models, we'll have the
ability to look at an 80- or 90-g blow, see where it comes from, and
keeping in mind who it's happening to, have an idea of what their risk
of concussion is," says Brolinson. "If that's somebody with, for
example, a 75 percent risk of concussion, then we can immediately get
him to the sideline. And if their sideline evaluation indicates they
have a concussion then that is somebody we can take out of the game and
avoid subjecting to further risks."
Last season the system was
part of a pilot study and used strictly as a research gathering tool,
but by next season, Virginia Tech plans to outfit 64 helmets with
accelerometers and begin using the system to help diagnose concussions.
"Our goal is for this to be another tool in the athletic training
staff's arsenal," says Rick Greenwald, PhD, President and co-founder of
Simbex, the company that manufactures HITS. "This would alert them that
an impact above the threshold that has been determined for that player
or that group has been exceeded. Therefore they might want to trigger
their other steps."
While the current cost of the HITS
technology is prohibitive for smaller colleges and high schools--to
equip a team of 50 to 75 players would cost $165,000 to $195,000, says
Greenwald--Brolinson is confident that over time, HITS will be
accessible for more mainstream use. Brolinson also hypothesizes that
perhaps one day, hospital emergency rooms will be outfitted with the
software to read the accelerometer chips, making it unnecessary for
high schools to purchase the diagnostic technology. Then, if a player
takes a hit that the athletic trainer believes could be concussive, the
player's helmet can be taken to the ER to have the impact tested.
Brolinson feels this scenario is feasible for a variety of helmeted
activities such as hockey, cycling, and skateboarding, because the
sensors and chips are relatively inexpensive to produce.
What's Next
Researchers on many fronts are
excited about the implications of HITS technology. "We've got a grant
out and are proposing to do the same sort of project next year," says
Guskiewicz. "But we're going to take a little different angle."
Instead of focusing on the thresholds of concussions,
Guskiewicz will be investigating how biomechanical measures correlate
to the follow-up assessments of postural stability and cognitive
function, and whether there is a threshold for tissue damage. "We're
going to be doing MRI's on all of our subjects," he says. "We're
looking to see what the correlation is between biomechanical measures
and clinical measures.
"We need to somehow hone in on what the
cause is, and try to prevent concussion," he adds. "And I'm not
convinced it's going to be through improving helmets or changing the
rules of the game--for whatever sport."
One of Brolinson's
goals for the study at Virginia Tech is to eventually develop a more
sophisticated paradigm for treating concussion. "We can see a scenario
that would develop based on an enhanced understanding of what's going
on with the brain that might result in some kind of pharmacological
treatment to enhance healing," he says. "We have a multitude of
pharmacological treatments for people who suffer migraines, strokes,
and other neurological disorders. Why can't we develop something to
treat concussion?"
Lovell also believes that there is a lot of
work to be done in terms of developing medication to treat the
neurochemical imbalance that occurs following a concussion. "Some of
the work we've done with medications for post-traumatic migraines might
be very useful for developing something to treat concussions," he says.
"We're starting to get into that, but first, we need to make sure
people are diagnosed properly."
Take Home
Message
The best news about all this exciting research is that
many of its findings can be translated into new assessment techniques
right now. The most important piece of advice from the researchers is
to throw away your grading scales. Although Lovell played a big part in
developing some of the early concussion grading scales, he no longer
endorses their use.
"Those scales were based on arbitrary
criteria. They weren't based on any science," says Lovell. "They were
a best guess of everybody out there at the time as far as if you could
go back in the game after 15 minutes, or whether you should stay out
longer."
Instead, researchers suggest focusing more on
individualized testing and using as many tools as possible. Those tools
include balance testing, awareness testing, and knowing the athletes.
Virginia Tech currently uses a stabilogram, which measures a
player's balance and physical stability, and a Web-based
neuropsychological exam called HeadMinder, which measures
neurocognitive skills such as reaction time and memory retention. "All
of that can be done on a sideline or in a locker room which allows the
medical staff to make a well-calculated decision on whether or not to
return that player to the game," says Brolinson.
Virginia Tech
athletic trainers also make sure they have personalized knowledge of
the athletes themselves. "At this level, the bottom line is, you have
to know the athlete and how they respond to certain situations, because
there are subtleties that will tip you off," says Mike Goforth, MS,
ATC, Head Athletic Trainer at Virginia Tech. "They might pass a
neuropsyche test, they might pass a balance test, but you'll notice
that there is something that just isn't right about them and you have
to hold them out. You don't notice those kind of things unless you know
the athlete."
For athletic trainers who don't have the luxury
of getting to know all of the athletes under their care, computer-based
neuropsychological testing may be most important. There are a variety
of computer-based neuropsychological examinations available, but the
basic premise of each is for the athlete to develop a baseline score
based on neurocognitive factors that become vulnerable during a
concussion, such as an athlete's reaction time, processing speed,
problem solving, and memory. If an athlete is suspected of having a
concussion, he or she re-takes the exam and the results are measured
against their baseline score. These types of exams are helpful in that
they allow a clinician to evaluate the athlete based on more objective
criteria before making a decision on whether or not it is safe for the
athlete to play again.
"In the high school setting, where there
are more athletes per athletic trainer, I think the computer-based
testing will become more and more important," says Timothy Neal, MS,
ATC, Head Athletic Trainer at Syracuse University. "In the college
setting, I think the use of neuropsychological testing will be more of
an adjunct to what people are already doing."
Neal, whose
program currently uses the pencil and paper-based Standardized
Assessment of Concussion (SAC) evaluation, is in the process of
implementing the HeadMinder system with the Syracuse football team and
plans to use both systems simultaneously in 2004. The school's men's
and women's soccer team began using the HeadMinder system during their
2003 seasons.
Another benefit of computer-based
neuropsychological testing is the message it sends athletes about the
seriousness of reporting their symptoms when they are injured. "They
sit down and take a baseline test that goes over all the symptoms of
concussion," Collins says. "And at that point [the coach or athletic
trainer] can say, ÔLook guys, this is why we're taking this test. If
you have any symptoms let me know and we'll manage this
sensibly.'"
Lovell, who along with Collins, developed a
neuropsychological test called ImPACT, says that such tests are a
useful tool, but they are not the only tool. "We aren't suggesting that
it be the only criteria by which return-to-play issues are settled," he
says. "But it can be very helpful because athletes are notorious for
lying about their symptoms--and they aren't able to do that with this
kind of testing."
With new information being released all the
time, Guskiewicz advises clinicians to keep up to date on the subject
and make return-to-play decisions based on the resources they have in
their particular setting. He also stresses the importance of
instituting some kind of baseline assessment, whether it be
computer-based or pen-and-paper, as well as a postural stability
testing program to objectively assess each individual athlete. "I
describe it as a concussion puzzle," says Guskiewicz. "And in order to
piece it all together, you have to be educated."