Literature DB >> 26258455

Virtual rehabilitation via Nintendo Wii® and conventional physical therapy effectively treat post-stroke hemiparetic patients.

Nildo Manoel da Silva Ribeiro, Daniel Dominguez Ferraz, Érika Pedreira, Ígor Pinheiro, Ana Cláudia da Silva Pinto, Mansueto Gomes Neto, Luan Rafael Aguiar Dos Santos, Michele Gea Guimarães Pozzato, Ricardo Silva Pinho, Marcelo Rodrigues Masruha.   

Abstract

BACKGROUND: The Nintendo® Wii is a simple and affordable virtual therapy alternative. It may be used at home, and it is a motivating recreational activity that provides continuous feedback. However, studies comparing the use of the Nintendo® Wii to conventional physical therapy are needed.
OBJECTIVE: To compare the effect of a rehabilitation treatment using the Nintendo® Wii (NW) with conventional physical therapy (CPT) to improve the sensorimotor function and quality of life for post-stroke hemiparetic patients.
METHODS: The present study applied a randomized, blind, and controlled clinical trial. In total, 30 patients with post-stroke hemiparesis were evaluated. A total of 15 patients were randomly assigned to each group. The SF-36 quality of life and Fugl-Meyer scales were used to evaluate the patients.
RESULTS: After treatment, the only variable that differed between the groups was the physical functioning domain of the SF-36 in the group that received conventional physical therapy. A significant difference was observed between both groups before and after treatment in terms of the following Fugl-Meyer scale items: passive movement and pain, motor function of the upper limbs (ULs), and balance. The CPT group also showed a significant difference with regard to their UL and lower limb (LL) coordination. The SF-36 scale analysis revealed a significant difference within both groups with regard to the following domains: physical functioning, role limitation due to physical aspects, vitality, and role limitation due to emotional aspects. The NW group also exhibited a significant difference in the mental health domain. The results indicate that both approaches improved the patients' performance in a similar manner.
CONCLUSION: Virtual rehabilitation using the Nintendo Wii® and CPT both effectively treat post-stroke hemiparetic patients by improving passive movement and pain scores, motor function of the upper limb, balance, physical functioning, vitality, and the physical and emotional aspects of role functioning.

Entities:  

Keywords:  Hemiparesis; Stroke,; Virtual reality exposure therapy,

Mesh:

Year:  2015        PMID: 26258455     DOI: 10.1179/1074935714Z.0000000017

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


  23 in total

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Authors:  Chris Gibbons; Ian Porter; Daniela C Gonçalves-Bradley; Stanimir Stoilov; Ignacio Ricci-Cabello; Elena Tsangaris; Jaheeda Gangannagaripalli; Antoinette Davey; Elizabeth J Gibbons; Anna Kotzeva; Jonathan Evans; Philip J van der Wees; Evangelos Kontopantelis; Joanne Greenhalgh; Peter Bower; Jordi Alonso; Jose M Valderas
Journal:  Cochrane Database Syst Rev       Date:  2021-10-12

2.  No Overt Effects of a 6-Week Exergame Training on Sensorimotor and Cognitive Function in Older Adults. A Preliminary Investigation.

Authors:  Madeleine Ordnung; Maike Hoff; Elisabeth Kaminski; Arno Villringer; Patrick Ragert
Journal:  Front Hum Neurosci       Date:  2017-04-04       Impact factor: 3.169

3.  A Prototype Exercise-Empowerment Mobile Video Game for Children With Cancer, and Its Usability Assessment: Developing Digital Empowerment Interventions for Pediatric Diseases.

Authors:  Carol S Bruggers; Sabrina Baranowski; Mathew Beseris; Rachel Leonard; Derek Long; Elizabeth Schulte; Ashton Shorter; Rowan Stigner; Clinton C Mason; Alisa Bedrov; Ian Pascual; Grzegorz Bulaj
Journal:  Front Pediatr       Date:  2018-04-09       Impact factor: 3.418

Review 4.  Mapping Behavioral Health Serious Game Interventions for Adults With Chronic Illness: Scoping Review.

Authors:  Teresa Hagan Thomas; Varshini Sivakumar; Dmitriy Babichenko; Victoria L B Grieve; Mary Lou Klem
Journal:  JMIR Serious Games       Date:  2020-07-30       Impact factor: 4.143

Review 5.  The Clinical Utility of Virtual Reality in Neurorehabilitation: A Systematic Review.

Authors:  Thais Massetti; Talita Dias da Silva; Tânia Brusque Crocetta; Regiani Guarnieri; Bruna Leal de Freitas; Priscila Bianchi Lopes; Suzanna Watson; James Tonks; Carlos Bandeira de Mello Monteiro
Journal:  J Cent Nerv Syst Dis       Date:  2018-11-27

6.  Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation.

Authors:  Daniel Perez-Marcos
Journal:  J Neuroeng Rehabil       Date:  2018-11-26       Impact factor: 4.262

7.  What do randomized controlled trials say about virtual rehabilitation in stroke? A systematic literature review and meta-analysis of upper-limb and cognitive outcomes.

Authors:  Anna Aminov; Jeffrey M Rogers; Sandy Middleton; Karen Caeyenberghs; Peter H Wilson
Journal:  J Neuroeng Rehabil       Date:  2018-03-27       Impact factor: 4.262

8.  Effect of a four-week virtual reality-based training versus conventional therapy on upper limb motor function after stroke: A multicenter parallel group randomized trial.

Authors:  Corina Schuster-Amft; Kynan Eng; Zorica Suica; Irene Thaler; Sandra Signer; Isabelle Lehmann; Ludwig Schmid; Michael A McCaskey; Miura Hawkins; Martin L Verra; Daniel Kiper
Journal:  PLoS One       Date:  2018-10-24       Impact factor: 3.240

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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