Literature DB >> 28771379

The Effect of a Virtual Reality Game Intervention on Balance for Patients with Stroke: A Randomized Controlled Trial.

Hsin-Chieh Lee1,2, Chia-Lin Huang1, Sui-Hua Ho1, Wen-Hsu Sung2.   

Abstract

OBJECTIVE: The aim of this study was to investigate the effects of virtual reality (VR) balance training conducted using Kinect for Xbox® games on patients with chronic stroke.
MATERIALS AND METHODS: Fifty patients with mild to moderate motor deficits were recruited and randomly assigned to two groups: VR plus standard treatment group and standard treatment (ST) group. In total, 12 training sessions (90 minutes a session, twice a week) were conducted in both groups, and performance was assessed at three time points (pretest, post-test, and follow-up) by a blinded assessor. The outcome measures were the Berg Balance Scale (BBS), Functional Reach Test, and Timed Up and Go Test (cognitive; TUG-cog) for balance evaluations; Modified Barthel Index for activities of daily living ability; Activities-specific Balance Confidence Scale for balance confidence; and Stroke Impact Scale for quality of life. The pleasure scale and adverse events were also recorded after each training session.
RESULTS: Both groups exhibited significant improvement over time in the BBS (P = 0.000) and TUG-cog test (P = 0.005). The VR group rated the experience as more pleasurable than the ST group during the intervention (P = 0.027). However, no significant difference was observed in other outcome measures within or between the groups. No serious adverse events were observed during the treatment in either group.
CONCLUSIONS: VR balance training by using Kinect for Xbox games plus the traditional method had positive effects on the balance ability of patients with chronic stroke. The VR group experienced higher pleasure than the ST group during the intervention.

Entities:  

Keywords:  Activities of daily living; Postural balance; Stroke; Videogames; Virtual reality therapy

Mesh:

Year:  2017        PMID: 28771379     DOI: 10.1089/g4h.2016.0109

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  11 in total

1.  Acceptability and outcomes of an individualized exergaming telePT program for veterans with multiple sclerosis: a pilot study.

Authors:  Shane Chanpimol; Kimberly Benson; Heidi Maloni; Susan Conroy; Mitchell Wallin
Journal:  Arch Physiother       Date:  2020-10-01

2.  Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping.

Authors:  Najmeh Khalili-Mahani; Bob De Schutter
Journal:  JMIR Serious Games       Date:  2019-06-06       Impact factor: 4.143

3.  Physiological Gait versus Gait in VR on Multidirectional Treadmill-Comparative Analysis.

Authors:  Katarzyna Jochymczyk-Woźniak; Katarzyna Nowakowska; Jacek Polechoński; Sandra Sładczyk; Robert Michnik
Journal:  Medicina (Kaunas)       Date:  2019-08-22       Impact factor: 2.430

4.  Virtual Reality Rehabilitation in Patients with Chronic Obstructive Pulmonary Disease: A Randomized Controlled Trial.

Authors:  Sebastian Rutkowski; Anna Rutkowska; Paweł Kiper; Dariusz Jastrzebski; Henryk Racheniuk; Andrea Turolla; Jan Szczegielniak; Richard Casaburi
Journal:  Int J Chron Obstruct Pulmon Dis       Date:  2020-01-13

5.  Effects of virtual reality training on occupational performance and self-efficacy of patients with stroke: a randomized controlled trial.

Authors:  Yi Long; Rang-Ge Ouyang; Jia-Qi Zhang
Journal:  J Neuroeng Rehabil       Date:  2020-11-13       Impact factor: 4.262

6.  The WeReha Project for an Innovative Home-Based Exercise Training in Chronic Stroke Patients: A Clinical Study.

Authors:  Rosa Grazia Bellomo; Teresa Paolucci; Aristide Saggino; Letizia Pezzi; Alessia Bramanti; Vincenzo Cimino; Marco Tommasi; Raoul Saggini
Journal:  J Cent Nerv Syst Dis       Date:  2020-12-13

Review 7.  Impact of Virtual Reality-Based Therapies on Cognition and Mental Health of Stroke Patients: Systematic Review and Meta-analysis.

Authors:  Qi Zhang; Yu Fu; Yanhui Lu; Yating Zhang; Qifang Huang; Yajie Yang; Ke Zhang; Mingzi Li
Journal:  J Med Internet Res       Date:  2021-11-17       Impact factor: 5.428

Review 8.  The effects of virtual reality training in stroke and Parkinson's disease rehabilitation: a systematic review and a perspective on usability.

Authors:  Ksenija Sevcenko; Ingrid Lindgren
Journal:  Eur Rev Aging Phys Act       Date:  2022-01-25       Impact factor: 3.878

9.  Effects of Video-Game Based Therapy on Balance, Postural Control, Functionality, and Quality of Life of Patients with Subacute Stroke: A Randomized Controlled Trial.

Authors:  María José Cano-Mañas; Susana Collado-Vázquez; Javier Rodríguez Hernández; Antonio Jesús Muñoz Villena; Roberto Cano-de-la-Cuerda
Journal:  J Healthc Eng       Date:  2020-02-13       Impact factor: 2.682

10.  The Effect of Virtual Reality Training on Anticipatory Postural Adjustments in Patients with Chronic Nonspecific Low Back Pain: A Preliminary Study.

Authors:  Zhicheng Li; Qiuhua Yu; Haizhen Luo; Wenzhao Liang; Xin Li; Le Ge; Siyun Zhang; Le Li; Chuhuai Wang
Journal:  Neural Plast       Date:  2021-07-27       Impact factor: 3.599

View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.