Literature DB >> 31553392

Use of client-centered virtual reality in rehabilitation after stroke: a feasibility study.

Alberto Luiz Aramaki1,2, Rosana Ferreira Sampaio3, Alessandra Cavalcanti4,5, Fabiana Caetano Martins Silva E Dutra1,4,2.   

Abstract

Patient-centered virtual reality (VR) programs could assist in the functional recovery of people after a stroke. OBJECTIVES To analyze the feasibility of a rehabilitation protocol using client-centered VR and to evaluate changes in occupational performance and social participation. METHODS This was a mixed methods study. Ten subacute and chronic stroke patients participated in the rehabilitation program using games in non-immersive VR for 40 minutes/day, three days/week, for 12 weeks. Sociodemographic information was collected and the outcome variables included were the Canadian Occupational Performance Measure (COPM) and the Participation Scale. A field diary was used to record the frequency of attendance and adherence of participants and an interview was conducted at the end of program. RESULTS There were significant and clinically-relevant statistical improvements in the COPM performance score (p < 0.001; CI = 1.29 - 4.858) and in the COPM satisfaction score (p < 0.001; CI = 1.37 - 5.124), with a difference greater than 4.28 points for performance and 4.58 points for satisfaction. The change in the scores for participation was statistically significant (p = 0.046), but there was no clinical improvement (dcohen = -0.596, CI = -1.862 - 0.671). The majority of participants reported more than 75% consecutive attendance of sessions and there was 100% adherence to the program. In the interviews, the participants described their post-stroke difficulties; how the video game motivated their engagement in rehabilitation; and the improvement of occupational performance and social participation after participating in the program. CONCLUSIONS VR is a viable tool for the rehabilitation of stroke patients with functional gains, mainly regarding occupational performance and performance satisfaction.

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Year:  2019        PMID: 31553392     DOI: 10.1590/0004-282X20190103

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


  4 in total

1.  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

2.  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

3.  Safety, Feasibility, and Acceptability of a New Virtual Rehabilitation Platform: A Supervised Pilot Study.

Authors:  Ana María Escalante-Gonzalbo; Yoás Saimon Ramírez-Graullera; Herminia Pasantes; José Jonathan Aguilar-Chalé; Gloria Ixchel Sánchez-Castillo; Ximena Ameyalli Escutia-Macedo; Tania María Briseño-Soriano; Paulina Franco-Castro; Ana Lilia Estrada-Rosales; Sandra Elizabeth Vázquez-Abundes; David Andrade-Morales; Jorge Hernández-Franco; Lorena Palafox
Journal:  Rehabil Process Outcome       Date:  2021-08-07

Review 4.  Kinect-Based Rehabilitation Systems for Stroke Patients: A Scoping Review.

Authors:  Sohrab Almasi; Hossein Ahmadi; Farkhondeh Asadi; Leila Shahmoradi; Goli Arji; Mojtaba Alizadeh; Hoshang Kolivand
Journal:  Biomed Res Int       Date:  2022-03-27       Impact factor: 3.411

  4 in total

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