| Literature DB >> 31384139 |
Vitor Antônio Dos Santos Junior1,2, Matheus de Sales Santos1,3, Nildo Manoel da Silva Ribeiro1,3,4,5, Igor Lima Maldonado1,2,6,7,8,9.
Abstract
AIM: To assess a program combining virtual reality (VR) games and proprioceptive neuromuscular facilitation (PNF) and to compare it with the standalone techniques in stroke survivors.Entities:
Keywords: hemiplegia; physical therapy; rehabilitation; rehabilitation research; stroke; stroke rehabilitation; virtual rehabilitation
Year: 2019 PMID: 31384139 PMCID: PMC6659177 DOI: 10.1177/1179573519863826
Source DB: PubMed Journal: J Cent Nerv Syst Dis ISSN: 1179-5735
Figure 1.Flow diagram detailing the distribution of the 48 study participants. PNF indicates proprioceptive neuromuscular facilitation; VR, virtual reality.
Demographic characteristics of a sample of 40 stroke patients submitted to 3 different therapeutic interventions: proprioceptive neuromuscular facilitation, virtual reality with electronic games (Nintendo Wii), or a hybrid strategy.
| Characteristics | PNF (n = 15) | VR (n = 11) | PNF/VR (n = 14) | Total (n = 40) |
|
|---|---|---|---|---|---|
| Sex, n (%) | |||||
| Male | 8 (53.4%) | 6 (54.6) | 9 (64.3) | 23 (57.5) | .810 |
| Female | 7 (46.6) | 5 (45.4) | 5 (35.7) | 17 (42.5) | |
| Age (mean ± SD), years | 58.2 ± 7.7 | 55.5 ± 9.6 | 52.7 ± 13.3 | 55.6 ± 10.5 | .380 |
| Time from stroke | |||||
| Mean ± SD (months) | 95.8 ± 99.4 | 87.9 ± 64.7 | 46.7 ± 58.6 | 76.1 ± 79.5 | .210 |
| ∆ | 3 (20%) | 2 (18.2%) | 6 (42.9%) | 11 (27.5%) | |
| 12 < ∆ | 0 (0%) | 1 (9.1%) | 3 (21.4%) | 4 (10%) | |
| ∆ | 12 (80%) | 8 (72.7%) | 5 (35.7%) | 25 (62.5%) | |
| Hemiparesis, n (%) | |||||
| Right | 9 (60) | 8 (72.7) | 5 (35.7) | 22 (55) | .16 |
| Left | 6 (40) | 3 (27.3) | 9 (64.3) | 18 (45) | |
| Handiness, n (%) | |||||
| Right handed | 14 (93.3) | 11 (100) | 14 (100) | 39 (97.5) | .999 |
| Left handed | 1 (6.7) | 0 (0) | 0 (0) | 01 (2.5) | |
| Stroke type, n (%) | |||||
| Ischemic | 13 (86.7) | 9 (81.8) | 13 (92.9) | 35 (89.6) | .999 |
| Hemorrhagic | 2 (13.3) | 1 (9.1) | 1 (7.1) | 4 (10) | |
| Unknown | 0 (0) | 1 (9.1) | 0 (0) | 1 (0.4) | |
Abbreviations: PNF, proprioceptive neuromuscular facilitation; VR, virtual rehabilitation.
Pre-treatment and post-treatment scores (Fugl-Meyer Scale) of 40 stroke patients submitted to 3 different therapeutic interventions: proprioceptive neuromuscular facilitation, virtual reality with electronic games (Nintendo Wii), or a hybrid strategy.
| Sections (Fugl-Meyer Scale) | Pre-treatment score | Post-treatment score |
|
|---|---|---|---|
| PNF (n = 15) | |||
| Passive motion and pain | 77.8 ± 9.9 | 83.9 ± 4.4 | .011 |
| Sensory assessment | 20.9 ± 3.9 | 21.5 ± 3.9 | .400 |
| Upper limb (motor) | 30.8 ± 23.5 | 33.8 ± 24.7 | .018 |
| Lower limb (motor) | 24.3 ± 5.3 | 26.7 ± 3.6 | .052 |
| Balance | 10.5 ± 1.3 | 11.3 ± 1.4 | .041 |
| Total | 164.4 ± 34.4 | 177.3 ± 30.7 | .001 |
| VR (n = 11) | |||
| Passive motion and pain | 80.45 ± 8.7 | 83.7 ± 4.7 | .082 |
| Sensory assessment | 20.27 ± 2.2 | 21.3 ± 4.0 | .221 |
| Upper limb (motor) | 38.91 ± 23.2 | 43.8 ± 23.7 | .010 |
| Lower limb (motor) | 24.82 ± 4.7 | 27.2 ± 3.9 | .018 |
| Balance | 10.64 ± 1.4 | 11.5 ± 2.0 | .146 |
| Total | 175.09 ± 34.3 | 187.5 ± 30.9 | .006 |
| PNF/VR (n = 14) | |||
| Passive motion and pain | 83.21 ± 4.3 | 85.5 ± 3.5 | .033 |
| Sensory assessment | 20.57 ± 6.3 | 22.3 ± 2.4 | .492 |
| Upper limb (motor) | 40.43 ± 20.7 | 45.1 ± 18.2 | .003 |
| Lower limb (motor) | 26.36 ± 4.5 | 28.4 ± 3.0 | .132 |
| Balance | 11.14 ± 1.5 | 11.1 ± 1.7 | .015 |
| Total | 181.71 ± 28.8 | 192.1 ± 25.3 | .001 |
Abbreviations: PNF, proprioceptive neuromuscular facilitation; VR, virtual rehabilitation.
p <0.05.
Comparison of post-treatment scores and score changes (Fugl-Meyer Scale) after 3 different therapeutic interventions for motor impairment following stroke: proprioceptive neuromuscular facilitation, virtual reality with electronic games (Nintendo Wii), and a hybrid strategy.
| Post-treatment scores |
| Score changes |
| |||||
|---|---|---|---|---|---|---|---|---|
| PNF | VR | PNF/VR | PNF | VR | PNF/VR | |||
| PMP | 83.9 ± 4.4 | 83.7 ± 4.7 | 85.5 ± 3.5 | .470 | 6.1 ± 5.6 | 3.3 ± 8.7 | 2.3 ± 3.4 | .608 |
| SA | 21.5 ± 3.9 | 21.3 ± 4.0 | 22.3 ± 2.4 | .939 | 0.7 ± 3.8 | 1.0 ± 4.9 | 1.7 ± 5.9 | .779 |
| ULMF | 33.8 ± 24.7 | 43.8 ± 23.7 | 45.1 ± 18.2 | .337 | 3.0 ± 5.2 | 4.9 ± 4.2 | 4.7 ± 6.4 | .727 |
| LLMF | 26.7 ± 3.6 | 27.2 ± 3.9 | 28.4 ± 3.0 | .552 | 2.3 ± 2.8 | 2.4 ± 4.2 | 1.8 ± 3.9 | .718 |
| Balance | 11.3 ± 1.4 | 11.5 ± 2.0 | 11.1 ± 1.7 | .844 | 0.8 ± 1.7 | 0.8 ± 1.4 | –0.1 ± 1.4 | .296 |
| Total | 177.3 ± 30.7 | 187.5 ± 30.9 | 192.1 ± 25.3 | .482 | 12.9 ± 10.4 | 12.4 ± 15 | 10.4 ± 11.1 | .596 |
Abbreviations: LLMF, lower limb motor function; PMP, passive motion and pain; PNF, proprioceptive neuromuscular facilitation; SA, sensory assessment; ULMF, upper limb motor function; VR, virtual rehabilitation.