| Literature DB >> 24024033 |
B S Rajaratnam1, J Gui Kaien, K Lee Jialin, Kwek Sweesin, S Sim Fenru, Lee Enting, E Ang Yihsia, Ng Keathwee, Su Yunfeng, W Woo Yinghowe, S Teo Siaoting.
Abstract
This randomised controlled and double-blinded pilot study evaluated if interactive virtual reality balance related games integrated within conventional rehabilitation sessions resulted in more superior retraining of dynamic balance compared to CR after stroke. 19 subjects diagnosed with a recent episode of stroke were recruited from a local rehabilitation hospital and randomly assigned to either a control or an experimental group. Subjects in the control groups underwent 60 minutes of conventional rehabilitation while those in the experimental groups underwent 40 minutes of convention rehabilitation and 20 minutes of self-directed virtual reality balanced rehabilitation. Functional Reach Test, Timed Up and Go, Modified Barthel Index, Berg Balance Scale, and Centre of Pressure of subjects in both groups were evaluated before and on completion of the rehabilitation sessions. Results indicate that the inclusion of interactive virtual reality balance related games within conventional rehabilitation can lead to improved functional mobility and balance after a recent episode of stroke without increasing treatment time that requires more health professional manpower.Entities:
Year: 2013 PMID: 24024033 PMCID: PMC3759244 DOI: 10.1155/2013/649561
Source DB: PubMed Journal: Rehabil Res Pract ISSN: 2090-2867
Characteristics of subjects in the experiment and control groups.
| Control group ( | Experimental group ( | |
|---|---|---|
| Age in years, mean (SD) | 65.33 (9.59) | 58.67 (8.62) |
| Gender (male/female) | 3/6 | 4/6 |
| Side (left/right) | 4/5 | 4/6 |
| Type of stroke (infarct/haemorrhage) | 8/1 | 8/2 |
| Modified Rankin Scale (Grade 3/Grade 4) | 5/4 | 6/4 |
| Days after stroke | 15.2 (6.3) | 14.7 (7.5) |
Figure 1Subject standing on the Nintendo Wii-Fit Balance Board attached to a TV screen.
Figure 2Subject responding to game console images from Microsoft Kinect.
Figure 3Flow chart of the experiment procedure. †BBS = Berg Balance Scale, FRT = Functional Reach Test, CoP = Centre of Pressure using Nintendo Wii-Fit, TUG = Timed Up and Go, MBI = Modified Barthel Index.
Postintervention and pre-/postdifferences between and within groups.
|
Postintervention differences between |
Pre-/postdifferences within experimental |
Pre-/postdifferences within control | ||||
|---|---|---|---|---|---|---|
| Mann-Whitney |
| Wilcoxon sign ranked |
| Wilcoxon sign ranked |
| |
| TUG | 24 | 0.394 | −2.201 | 0.028* | −2.201 | 0.028* |
| BBS | 3 | 0.400 | −1.604 | 0.109 | −1.604 | 0.109 |
| CoP | 8.5 | 0.400 | −0.552 | 0.581 | −1.069 | 0.285 |
| FRT | 16 | 0.017* | −2.803 | 0.005* | −1.363 | 0.173 |
| MBI | 24 | 0.394 | −2.207 | 0.027* | −2.201 | 0.028* |
*P < 0.05.