Literature DB >> 18667809

Virtual rehabilitation in an activity centre for community-dwelling persons with stroke. The possibilities of 3-dimensional computer games.

Jurgen Broeren1, Lisbeth Claesson, Daniel Goude, Martin Rydmark, Katharina S Sunnerhagen.   

Abstract

BACKGROUND: The main purpose of this study was to place a virtual reality (VR) system, designed to assess and to promote motor performance in the affected upper extremity in subjects after stroke, in a nonhospital environment. We also wanted to investigate if playing computer games resulted in improved motor function in persons with prior stroke.
METHODS: The intervention involved 11 patients after stroke who received extra rehabilitation by training on a computer 3 times a week during a 4-week period. The control group involved 11 patients after stroke who continued their previous rehabilitation (no extra computer training) during this period. The mean age of all was 68 years (range = 47-85) and the average time after stroke 66 months (range = 15-140). The VR training consisted of challenging games, which provided a range of difficulty levels that allow practice to be fun and motivating. An additional group of 11 right-handed aged matched individuals without history of neurological or psychiatric illnesses served as reference subjects.
RESULTS: All the participants reported that they were novel computer game players. After an initial introduction they learned to use the VR system quickly. The treatment group demonstrated improvements in motor outcome for the trained upper extremity, but this was not detected in real-life activities.
CONCLUSIONS: The results of this research suggest the usefulness of computer games in training motor performance. VR can be used beneficially not only by younger participants but also by older persons to enhance their motor performance after stroke. Copyright 2008 S. Karger AG, Basel.

Entities:  

Mesh:

Year:  2008        PMID: 18667809     DOI: 10.1159/000149576

Source DB:  PubMed          Journal:  Cerebrovasc Dis        ISSN: 1015-9770            Impact factor:   2.762


  31 in total

1.  Pilot study to test effectiveness of video game on reaching performance in stroke.

Authors:  Ana Maria Acosta; Hendrik A Dewald; Jules P A Dewald
Journal:  J Rehabil Res Dev       Date:  2011

2.  Usability of a virtual reality environment simulating an automated teller machine for assessing and training persons with acquired brain injury.

Authors:  Kenneth N K Fong; Kathy Y Y Chow; Bianca C H Chan; Kino C K Lam; Jeff C K Lee; Teresa H Y Li; Elaine W H Yan; Asta T Y Wong
Journal:  J Neuroeng Rehabil       Date:  2010-04-30       Impact factor: 4.262

3.  Efficacy and safety of non-immersive virtual reality exercising in stroke rehabilitation (EVREST): a randomised, multicentre, single-blind, controlled trial.

Authors:  Gustavo Saposnik; Leonardo G Cohen; Muhammad Mamdani; Sepideth Pooyania; Michelle Ploughman; Donna Cheung; Jennifer Shaw; Judith Hall; Peter Nord; Sean Dukelow; Yongchai Nilanont; Felipe De Los Rios; Lisandro Olmos; Mindy Levin; Robert Teasell; Ashley Cohen; Kevin Thorpe; Andreas Laupacis; Mark Bayley
Journal:  Lancet Neurol       Date:  2016-06-27       Impact factor: 44.182

Review 4.  Virtual reality for stroke rehabilitation.

Authors:  Kate E Laver; Stacey George; Susie Thomas; Judith E Deutsch; Maria Crotty
Journal:  Cochrane Database Syst Rev       Date:  2015-02-12

Review 5.  Cognitive and cognitive-motor interventions affecting physical functioning: a systematic review.

Authors:  Giuseppe Pichierri; Peter Wolf; Kurt Murer; Eling D de Bruin
Journal:  BMC Geriatr       Date:  2011-06-08       Impact factor: 3.921

6.  SALGOT--Stroke Arm Longitudinal study at the University of Gothenburg, prospective cohort study protocol.

Authors:  Margit Alt Murphy; Hanna C Persson; Anna Danielsson; Jurgen Broeren; Asa Lundgren-Nilsson; Katharina S Sunnerhagen
Journal:  BMC Neurol       Date:  2011-05-25       Impact factor: 2.474

7.  Reinforcing Motor Re-Training and Rehabilitation through Games: A Machine-Learning Perspective.

Authors:  Maurizio Schmid
Journal:  Front Neuroeng       Date:  2009-03-31

8.  The effect of a cognitive-motor intervention on voluntary step execution under single and dual task conditions in older adults: a randomized controlled pilot study.

Authors:  Giuseppe Pichierri; Amos Coppe; Silvio Lorenzetti; Kurt Murer; Eling D de Bruin
Journal:  Clin Interv Aging       Date:  2012-07-10       Impact factor: 4.458

9.  Virtual reality social cognition training for young adults with high-functioning autism.

Authors:  Michelle R Kandalaft; Nyaz Didehbani; Daniel C Krawczyk; Tandra T Allen; Sandra B Chapman
Journal:  J Autism Dev Disord       Date:  2013-01

Review 10.  Virtual reality for stroke rehabilitation.

Authors:  Kate E Laver; Belinda Lange; Stacey George; Judith E Deutsch; Gustavo Saposnik; Maria Crotty
Journal:  Cochrane Database Syst Rev       Date:  2017-11-20
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