Literature DB >> 20508185

Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle.

Gustavo Saposnik1, Robert Teasell, Muhammad Mamdani, Judith Hall, William McIlroy, Donna Cheung, Kevin E Thorpe, Leonardo G Cohen, Mark Bayley.   

Abstract

BACKGROUND AND
PURPOSE: Hemiparesis resulting in functional limitation of an upper extremity is common among stroke survivors. Although existing evidence suggests that increasing intensity of stroke rehabilitation therapy results in better motor recovery, limited evidence is available on the efficacy of virtual reality for stroke rehabilitation.
METHODS: In this pilot, randomized, single-blinded clinical trial with 2 parallel groups involving stroke patients within 2 months, we compared the feasibility, safety, and efficacy of virtual reality using the Nintendo Wii gaming system (VRWii) versus recreational therapy (playing cards, bingo, or "Jenga") among those receiving standard rehabilitation to evaluate arm motor improvement. The primary feasibility outcome was the total time receiving the intervention. The primary safety outcome was the proportion of patients experiencing intervention-related adverse events during the study period. Efficacy, a secondary outcome measure, was evaluated with the Wolf Motor Function Test, Box and Block Test, and Stroke Impact Scale at 4 weeks after intervention.
RESULTS: Overall, 22 of 110 (20%) of screened patients were randomized. The mean age (range) was 61.3 (41 to 83) years. Two participants dropped out after a training session. The interventions were successfully delivered in 9 of 10 participants in the VRWii and 8 of 10 in the recreational therapy arm. The mean total session time was 388 minutes in the recreational therapy group compared with 364 minutes in the VRWii group (P=0.75). There were no serious adverse events in any group. Relative to the recreational therapy group, participants in the VRWii arm had a significant improvement in mean motor function of 7 seconds (Wolf Motor Function Test, 7.4 seconds; 95% CI, -14.5, -0.2) after adjustment for age, baseline functional status (Wolf Motor Function Test), and stroke severity.
CONCLUSIONS: VRWii gaming technology represents a safe, feasible, and potentially effective alternative to facilitate rehabilitation therapy and promote motor recovery after stroke.

Entities:  

Mesh:

Year:  2010        PMID: 20508185      PMCID: PMC4879973          DOI: 10.1161/STROKEAHA.110.584979

Source DB:  PubMed          Journal:  Stroke        ISSN: 0039-2499            Impact factor:   7.914


  34 in total

Review 1.  Functions of the mirror neuron system: implications for neurorehabilitation.

Authors:  Giovanni Buccino; Ana Solodkin; Steven L Small
Journal:  Cogn Behav Neurol       Date:  2006-03       Impact factor: 1.600

Review 2.  Issues in selecting outcome measures to assess functional recovery after stroke.

Authors:  Sharon Barak; Pamela W Duncan
Journal:  NeuroRx       Date:  2006-10

3.  Acute Wiiitis.

Authors:  Julio Bonis
Journal:  N Engl J Med       Date:  2007-06-07       Impact factor: 91.245

Review 4.  The mirror system and its role in social cognition.

Authors:  Giacomo Rizzolatti; Maddalena Fabbri-Destro
Journal:  Curr Opin Neurobiol       Date:  2008-08-20       Impact factor: 6.627

Review 5.  The necessity and limitations of evidence-based practice in stroke rehabilitation.

Authors:  Jeffrey W Jutai; Robert W Teasell
Journal:  Top Stroke Rehabil       Date:  2003       Impact factor: 2.119

6.  Compensatory strategies for reaching in stroke.

Authors:  M C Cirstea; M F Levin
Journal:  Brain       Date:  2000-05       Impact factor: 13.501

7.  The stroke impact scale version 2.0. Evaluation of reliability, validity, and sensitivity to change.

Authors:  P W Duncan; D Wallace; S M Lai; D Johnson; S Embretson; L J Laster
Journal:  Stroke       Date:  1999-10       Impact factor: 7.914

8.  Minimal detectable change and clinically important difference of the Wolf Motor Function Test in stroke patients.

Authors:  Keh-chung Lin; Yu-wei Hsieh; Ching-yi Wu; Chia-ling Chen; Yuh Jang; Jung-sen Liu
Journal:  Neurorehabil Neural Repair       Date:  2009-03-16       Impact factor: 3.919

9.  Measuring physical impairment and disability with the Chedoke-McMaster Stroke Assessment.

Authors:  C Gowland; P Stratford; M Ward; J Moreland; W Torresin; S Van Hullenaar; J Sanford; S Barreca; B Vanspall; N Plews
Journal:  Stroke       Date:  1993-01       Impact factor: 7.914

Review 10.  Training and exercise to drive poststroke recovery.

Authors:  Bruce H Dobkin
Journal:  Nat Clin Pract Neurol       Date:  2008-02
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  135 in total

1.  Effect of combined low-frequency repetitive transcranial magnetic stimulation and virtual reality training on upper limb function in subacute stroke: a double-blind randomized controlled trail.

Authors:  Chan-Juan Zheng; Wei-Jing Liao; Wen-Guang Xia
Journal:  J Huazhong Univ Sci Technolog Med Sci       Date:  2015-04-16

2.  Exploring the impact of visual and movement based priming on a motor intervention in the acute phase post-stroke in persons with severe hemiparesis of the upper extremity.

Authors:  Jigna Patel; Qinyin Qiu; Mathew Yarossi; Alma Merians; Supriya Massood; Eugene Tunik; Sergei Adamovich; Gerard Fluet
Journal:  Disabil Rehabil       Date:  2016-09-16       Impact factor: 3.033

3.  Wrist range of motion and motion frequency during toy and game play with a joint-specific controller specially designed to provide neuromuscular therapy: A proof of concept study in typically developing children.

Authors:  Joseph J Crisco; Joel B Schwartz; Bethany Wilcox; Holly Brideau; Benjamin Basseches; Karen Kerman
Journal:  J Biomech       Date:  2015-04-22       Impact factor: 2.712

4.  Feasibility, Acceptability and Effects of a Home-Based Exercise Program Using a Gerontechnology on Physical Capacities after a Minor Injury in Community-Living Older Adults: A Pilot Study.

Authors:  M Lauzé; D D Martel; A Agnoux; M-J Sirois; M Émond; R Daoust; M Aubertin-Leheudre
Journal:  J Nutr Health Aging       Date:  2018       Impact factor: 4.075

5.  A Serious Exergame for Patients Suffering from Chronic Musculoskeletal Back and Neck Pain: A Pilot Study.

Authors:  Stephanie M Jansen-Kosterink; Rianne M H A Huis In 't Veld; Christian Schönauer; Hannes Kaufmann; Hermie J Hermens; Miriam M R Vollenbroek-Hutten
Journal:  Games Health J       Date:  2013-10

6.  Design Parameters in Multimodal Games for Rehabilitation.

Authors:  Nauman Shah; Angelo Basteris; Farshid Amirabdollahian
Journal:  Games Health J       Date:  2014-02-01

7.  Considerations in the efficacy and effectiveness of virtual reality interventions for stroke rehabilitation: moving the field forward.

Authors:  Rachel Proffitt; Belinda Lange
Journal:  Phys Ther       Date:  2014-10-24

8.  Effects of Short-Term Training of Community-Dwelling Elderly with Modular Interactive Tiles.

Authors:  Henrik Hautop Lund; Jari Due Jessen
Journal:  Games Health J       Date:  2014-10-01

9.  Neurorehabilitation: are we doing all that we can?

Authors:  Barbara M Doucet
Journal:  Am J Occup Ther       Date:  2012 Jul-Aug

10.  Joint-Specific Play Controller for Upper Extremity Therapy: Feasibility Study in Children With Wrist Impairment.

Authors:  Bethany J Wilcox; Megan M Wilkins; Benjamin Basseches; Joel B Schwartz; Karen Kerman; Christine Trask; Holly Brideau; Joseph J Crisco
Journal:  Phys Ther       Date:  2016-05-19
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