Literature DB >> 31090808

Virtual reality in the rehabilitation of patients with stroke: an integrative review.

Alberto Luiz Aramaki1,2, Rosana Ferreira Sampaio3, Ana Caroline Silva Reis2,4, Alessandra Cavalcanti4, Fabiana Caetano Martins Silva E Dutra1,2,4.   

Abstract

OBJECTIVE: To describe the intervention protocols to using commercial video games as virtual reality (VR) in rehabilitation of patients with stroke.
METHODS: Integrative review using the descriptors "rehabilitation", "virtual reality exposure therapy" and "videogames" in the LILACS and PUBMED databases. Articles published from 2011 to 2018 were selected.
RESULTS: We found 1,396 articles, 1,383 were excluded and 13 were selected. Most of the articles were randomized clinical trials published in 2014 or later. The sample size varied from 5-47 adults, or adults and elders, with chronic stroke. The Nintendo Wii® was the most used video game system. The intervention happened two or three times a week, each session lasting from 30 to 60 minutes, over 2-12 weeks. Balance, upper limb motor functions, quality of life and daily living activities were the most common evaluated outcomes. The Fugl-Meyer Assessment, Berg Balance Scale, Timed Up and Go test, Barthel Scale and SF-36 were the most common outcome measurement tools.
CONCLUSIONS: The studies indicated improvement in dynamic balance, upper limb motor function and quality of life after rehabilitation using VR. The VR was more effective than conventional treatments for the outcome of dynamic balance. Two studies did not find any changes in static balance and daily living activities. Physical aspects and quality of life were the outcomes most evaluated by the researchers; as were the population with chronic strokes and protocols of long duration and low intensity. Few studies targeted immediate VR effects, performance in daily living activities and social participation.

Entities:  

Year:  2019        PMID: 31090808     DOI: 10.1590/0004-282X20190025

Source DB:  PubMed          Journal:  Arq Neuropsiquiatr        ISSN: 0004-282X            Impact factor:   1.420


  8 in total

1.  Effects of a social participation-focused virtual reality intervention for community-dwelling stroke survivors with physical disabilities: a randomised controlled trial protocol.

Authors:  Janita Pak Chun Chau; Suzanne Hoi Shan Lo; Alexander Yuk Lun Lau; Vivian Wing Yan Lee; Kai Chow Choi; Eddie Chi Fai Kwok; David R Thompson
Journal:  BMJ Open       Date:  2022-07-05       Impact factor: 3.006

2.  Virtual Reality Training Using Nintendo Wii Games for Patients With Stroke: Randomized Controlled Trial.

Authors:  Naveed Anwar; Hossein Karimi; Ashfaq Ahmad; Syed Amir Gilani; Kehkshan Khalid; Ahmed Sohaib Aslam; Asif Hanif
Journal:  JMIR Serious Games       Date:  2022-06-13       Impact factor: 3.364

Review 3.  Feasibility and Efficacy of Virtual Reality Interventions to Improve Psychosocial Functioning in Psychosis: Systematic Review.

Authors:  Alexandra H Schroeder; Bryce J M Bogie; Tabassum T Rahman; Alexandra Thérond; Hannah Matheson; Synthia Guimond
Journal:  JMIR Ment Health       Date:  2022-02-18

4.  Rehabilitation of Upper Extremity by Telerehabilitation Combined With Exergames in Survivors of Chronic Stroke: Preliminary Findings From a Feasibility Clinical Trial.

Authors:  Dorra Rakia Allegue; Johanne Higgins; Shane N Sweet; Philippe S Archambault; Francois Michaud; William Miller; Michel Tousignant; Dahlia Kairy
Journal:  JMIR Rehabil Assist Technol       Date:  2022-06-22

5.  The Effects of a Visual Stimuli Training Program on Reaction Time, Cognitive Function, and Fitness in Young Soccer Players.

Authors:  Georgia Theofilou; Ioannis Ladakis; Charikleia Mavroidi; Vasileios Kilintzis; Theodoros Mirachtsis; Ioanna Chouvarda; Evangelia Kouidi
Journal:  Sensors (Basel)       Date:  2022-09-03       Impact factor: 3.847

Review 6.  Genetic Aspects of Inflammation and Immune Response in Stroke.

Authors:  Dejan Nikolic; Milena Jankovic; Bojana Petrovic; Ivana Novakovic
Journal:  Int J Mol Sci       Date:  2020-10-08       Impact factor: 5.923

7.  Feasibility and Efficacy of a Virtual Reality Game-Based Upper Extremity Motor Function Rehabilitation Therapy in Patients with Chronic Stroke: A Pilot Study.

Authors:  Ángela Aguilera-Rubio; Alicia Cuesta-Gómez; Ana Mallo-López; Alberto Jardón-Huete; Edwin Daniel Oña-Simbaña; Isabel Mª Alguacil-Diego
Journal:  Int J Environ Res Public Health       Date:  2022-03-13       Impact factor: 3.390

8.  Effects of Balance Training Using a Virtual Reality Program in Hemiplegic Patients.

Authors:  Jung-Ah Kwon; Yoon-Kyum Shin; Deok-Ju Kim; Sung-Rae Cho
Journal:  Int J Environ Res Public Health       Date:  2022-02-28       Impact factor: 3.390

  8 in total

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