Literature DB >> 23841969

Active video-gaming effects on balance and mobility in individuals with chronic stroke: a randomized controlled trial.

Stacy L Fritz1, Denise M Peters, Angela M Merlo, Jonathan Donley.   

Abstract

BACKGROUND: Treatments that provide feedback, increase practice with multiple repetitions, and motivate patients are essential to rehabilitation post stroke.
OBJECTIVE: To determine whether playing active video games results in improved balance and mobility post stroke.
METHODS: Thirty participants with chronic (time since stroke = 3.0 [2.9] years) hemiparesis post stroke were randomly assigned to a gaming group or normal activity control group. Gaming systems provided participants with an interactive interface of real-time movement of either themselves or an avatar on the screen. Participants played games 50-60 minutes/day, 4 days/week, for 5 weeks. The intervention was strictly game-play, in standing position, without physical therapy. The control group received no special intervention and continued with normal activity. Both groups were tested prior to, following the 5 weeks (post test), and 3 months following the completion of the study. Outcome measures included the Fugl-Meyer Assessment, Berg Balance Scale, Dynamic Gait Index, Timed Up & Go, 6-minute walk test, 3-meter walk (self-selected and fast), and perception of recovery.
RESULTS: No statistically significant differences between or within groups were found through analysis of covariance (covaried for side of hemiparesis) at post test or follow-up. Although the within-group effect sizes were primarily indexed as "small" (< .36), the gaming group exhibited higher within-group effect sizes before and after testing than did the control group on all 7 dependent variables analyzed.
CONCLUSIONS: Even though the only intervention was game-play, there were small positive effects. Therapist assistance in making more optimum movement choices may be needed before significant improvements are seen with commercially available, general purpose games.

Entities:  

Mesh:

Year:  2013        PMID: 23841969     DOI: 10.1310/tsr2003-218

Source DB:  PubMed          Journal:  Top Stroke Rehabil        ISSN: 1074-9357            Impact factor:   2.119


  20 in total

1.  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

Review 2.  Walking training associated with virtual reality-based training increases walking speed of individuals with chronic stroke: systematic review with meta-analysis.

Authors:  Juliana M Rodrigues-Baroni; Lucas R Nascimento; Louise Ada; Luci F Teixeira-Salmela
Journal:  Braz J Phys Ther       Date:  2014 Nov-Dec       Impact factor: 3.377

3.  The effects of semi-immersive virtual reality therapy on standing balance and upright mobility function in individuals with chronic incomplete spinal cord injury: A preliminary study.

Authors:  Chang-Man An; Young-Hyun Park
Journal:  J Spinal Cord Med       Date:  2017-09-07       Impact factor: 1.985

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.  Efficacy of virtual reality-based intervention on balance and mobility disorders post-stroke: a scoping review.

Authors:  Anuja Darekar; Bradford J McFadyen; Anouk Lamontagne; Joyce Fung
Journal:  J Neuroeng Rehabil       Date:  2015-05-10       Impact factor: 4.262

6.  The six-minute walk test as a fall risk screening tool in community programs for persons with stroke: a cross-sectional analysis.

Authors:  Elizabeth Regan; Addie Middleton; Jill C Stewart; Sara Wilcox; Joseph Lee Pearson; Stacy Fritz
Journal:  Top Stroke Rehabil       Date:  2019-10-17       Impact factor: 2.119

Review 7.  A Decade of Progress Using Virtual Reality for Poststroke Lower Extremity Rehabilitation: Systematic Review of the Intervention Methods.

Authors:  Carlos Luque-Moreno; Alejandro Ferragut-Garcías; Cleofás Rodríguez-Blanco; Alberto Marcos Heredia-Rizo; Jesús Oliva-Pascual-Vaca; Pawel Kiper; Ángel Oliva-Pascual-Vaca
Journal:  Biomed Res Int       Date:  2015-10-11       Impact factor: 3.411

Review 8.  Virtual reality rehabilitation from social cognitive and motor learning theoretical perspectives in stroke population.

Authors:  Bita Imam; Tal Jarus
Journal:  Rehabil Res Pract       Date:  2014-01-09

Review 9.  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

10.  Effect of the Wii Sports Resort on Mobility and Health-Related Quality of Life in Moderate Stroke.

Authors:  Iratxe Unibaso-Markaida; Ioseba Iraurgi
Journal:  Behav Neurol       Date:  2021-06-28       Impact factor: 3.342

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