Literature DB >> 21495917

Virtual reality games for rehabilitation of people with stroke: perspectives from the users.

Gwyn N Lewis1, Claire Woods, Juliet A Rosie, Kathryn M McPherson.   

Abstract

PURPOSE. The purpose of this study is to evaluate the feasibility and users' perspectives of a novel virtual reality (VR) game-based rehabilitation intervention for people with stroke. METHOD. Six people with upper limb hemiplegia participated in a 6-week intervention that involved VR games. A series of eight progressively complex games was developed that required participants to navigate a submarine in a virtual ocean environment. Movement of the submarine was directed by forces applied to an arm interface by the affected limb. Outcome measures included assessments of arm function, questionnaires evaluating the intervention and a semi-structured interview concerning the participants' opinion of the intervention. RESULTS. All participants improved their performance on the games, although there were limited changes in clinical measures of arm function. All participants reported that they enjoyed the intervention with a wide range of overall perceptions of the experience of using VR. Three themes emerging from the interview data were: stretching myself, purpose and expectations of the intervention and future improvements. CONCLUSIONS. Participants found that taking part in this pilot study was enjoyable and challenging. Participants' feedback suggested that the games may be motivating and engaging for future users and have provided a basis for further development of the intervention.

Entities:  

Mesh:

Year:  2011        PMID: 21495917     DOI: 10.3109/17483107.2011.574310

Source DB:  PubMed          Journal:  Disabil Rehabil Assist Technol        ISSN: 1748-3107


  26 in total

1.  Behavioral intention to use a virtual instrumental activities of daily living system among people with stroke.

Authors:  Allison Ellington; Richard Adams; Marga White; Paul Diamond
Journal:  Am J Occup Ther       Date:  2015 May-Jun

2.  Understanding upper extremity home programs and the use of gaming technology for persons after stroke.

Authors:  Elena V Donoso Brown; Brian J Dudgeon; Karli Gutman; Chet T Moritz; Sarah Westcott McCoy
Journal:  Disabil Health J       Date:  2015-03-21       Impact factor: 2.554

3.  Wearable myoelectric interface enables high-dose, home-based training in severely impaired chronic stroke survivors.

Authors:  Na-Teng Hung; Vivek Paul; Prashanth Prakash; Torin Kovach; Gene Tacy; Goran Tomic; Sangsoo Park; Tyler Jacobson; Alix Jampol; Pooja Patel; Anya Chappel; Erin King; Marc W Slutzky
Journal:  Ann Clin Transl Neurol       Date:  2021-08-20       Impact factor: 4.511

4.  PARS, low-cost portable rehabilitation system for upper arm.

Authors:  Mertcan Koçak; Erkin Gezgin
Journal:  HardwareX       Date:  2022-03-23

5.  Usability and Effects of an Exergame-Based Balance Training Program.

Authors:  Seline Wüest; Nunzio Alberto Borghese; Michele Pirovano; Renato Mainetti; Rolf van de Langenberg; Eling D de Bruin
Journal:  Games Health J       Date:  2014-04-01

6.  Is the Nintendo Wii Fit really acceptable to older people? A discrete choice experiment.

Authors:  Kate Laver; Julie Ratcliffe; Stacey George; Leonie Burgess; Maria Crotty
Journal:  BMC Geriatr       Date:  2011-10-20       Impact factor: 3.921

7.  Use of an EMG-Controlled Game as a Therapeutic Tool to Retrain Hand Muscle Activation Patterns Following Stroke: A Pilot Study.

Authors:  Na Jin Seo; Alex Barry; Mohammad Ghassemi; Kristen M Triandafilou; Mary Ellen Stoykov; Lynn Vidakovic; Elliot Roth; Derek G Kamper
Journal:  J Neurol Phys Ther       Date:  2022-03-22       Impact factor: 4.655

8.  Robot-supported upper limb training in a virtual learning environment : a pilot randomized controlled trial in persons with MS.

Authors:  Peter Feys; Karin Coninx; Lore Kerkhofs; Tom De Weyer; Veronik Truyens; Anneleen Maris; Ilse Lamers
Journal:  J Neuroeng Rehabil       Date:  2015-07-23       Impact factor: 4.262

9.  The effect of a virtual reality exercise program on physical fitness, body composition, and fatigue in hemodialysis patients.

Authors:  Hyeyoung Cho; Kyeong-Yae Sohng
Journal:  J Phys Ther Sci       Date:  2014-10-28

10.  Public Perceptions Regarding Use of Virtual Reality in Health Care: A Social Media Content Analysis Using Facebook.

Authors:  Michelle Sophie Keller; Hannah J Park; Maria Elena Cunningham; Joshua Eleazar Fouladian; Michelle Chen; Brennan Mason Ross Spiegel
Journal:  J Med Internet Res       Date:  2017-12-19       Impact factor: 5.428

View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.