Literature DB >> 29339902

Study on the Effectiveness of Virtual Reality Game-Based Training on Balance and Functional Performance in Individuals with Paraplegia.

Meetika Khurana1, Shefali Walia1, Majumi M Noohu2.   

Abstract

Objective: To determine whether there is any difference between virtual reality game-based balance training and real-world task-specific balance training in improving sitting balance and functional performance in individuals with paraplegia.
Methods: The study was a pre test-post test experimental design. There were 30 participants (28 males, 2 females) with traumatic spinal cord injury randomly assigned to 2 groups (group A and B). The levels of spinal injury of the participants were between T6 and T12. The virtual reality game-based balance training and real-world task-specific balance training were used as interventions in groups A and B, respectively. The total duration of the intervention was 4 weeks, with a frequency of 5 times a week; each training session lasted 45 minutes. The outcome measures were modified Functional Reach Test (mFRT), t-shirt test, and the self-care component of the Spinal Cord Independence Measure-III (SCIM-III).
Results: There was a significant difference for time (p = .001) and Time × Group effect (p = .001) in mFRT scores, group effect (p = .05) in t-shirt test scores, and time effect (p = .001) in the self-care component of SCIM-III. Conclusions: Virtual reality game-based training is better in improving balance and functional performance in individuals with paraplegia than real-world task-specific balance training.

Entities:  

Keywords:  balance; paraplegia; rehabilitation; self-care; virtual reality

Mesh:

Year:  2017        PMID: 29339902      PMCID: PMC5562034          DOI: 10.1310/sci16-00003

Source DB:  PubMed          Journal:  Top Spinal Cord Inj Rehabil        ISSN: 1082-0744


  25 in total

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Journal:  Ergonomics       Date:  1999-09       Impact factor: 2.778

6.  Reliability of measurements obtained with a modified functional reach test in subjects with spinal cord injury.

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Journal:  Phys Ther       Date:  1998-02

7.  Game-based exercises for dynamic short-sitting balance rehabilitation of people with chronic spinal cord and traumatic brain injuries.

Authors:  Aimee L Betker; Ankur Desai; Cristabel Nett; Naaz Kapadia; Tony Szturm
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8.  Lower-limb influence on sitting balance while reaching forward.

Authors:  V R Chari; R L Kirby
Journal:  Arch Phys Med Rehabil       Date:  1986-10       Impact factor: 3.966

9.  Quality of life and traumatic spinal cord injury.

Authors:  N Westgren; R Levi
Journal:  Arch Phys Med Rehabil       Date:  1998-11       Impact factor: 3.966

10.  The relationship between sitting stability and functional performance in patients with paraplegia.

Authors:  Chiung-Ling Chen; Kwok-Tak Yeung; Liu-Ing Bih; Chun-Hou Wang; Ming-I Chen; Jung-Chung Chien
Journal:  Arch Phys Med Rehabil       Date:  2003-09       Impact factor: 3.966

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2.  Role of Virtual Reality in Balance Training in Patients with Spinal Cord Injury: A Prospective Comparative Pre-Post Study.

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Review 6.  The Challenges and Perspectives of the Integration Between Virtual and Augmented Reality and Manual Therapies.

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7.  Efficacy of Virtual Reality Rehabilitation after Spinal Cord Injury: A Systematic Review.

Authors:  Amanda Vitória Lacerda de Araújo; Jaqueline Freitas de Oliveira Neiva; Carlos Bandeira de Mello Monteiro; Fernando Henrique Magalhães
Journal:  Biomed Res Int       Date:  2019-11-13       Impact factor: 3.411

8.  Efficacy of Electrical Stimulation-Augmented Virtual Reality Training in Improving Balance in Individuals with Incomplete Spinal Cord Injury: Study Protocol of a Randomized Controlled Trial.

Authors:  Shefali Walia; Pragya Kumar; Chitra Kataria
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