| Literature DB >> 32148744 |
María José Cano-Mañas1,2, Susana Collado-Vázquez3, Javier Rodríguez Hernández2, Antonio Jesús Muñoz Villena4, Roberto Cano-de-la-Cuerda3.
Abstract
Purpose: To determine the effects of a structured protocol using commercial video games on balance, postural control, functionality, quality of life, and level of motivation in patients with subacute stroke.Entities:
Mesh:
Year: 2020 PMID: 32148744 PMCID: PMC7040403 DOI: 10.1155/2020/5480315
Source DB: PubMed Journal: J Healthc Eng ISSN: 2040-2295 Impact factor: 2.682
Scale of satisfaction, self-esteem, and adherence.
| 0. No comments | 1. Strongly disagree | 2. Disagree | 3. Uncertain | 4. Agree | 5. Strongly agree | |
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| 1. I find the setup provided by a cutting-edge game console to be enjoyable and appealing | ||||||
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| 2. These virtual environments awaken my interest as a complement to my conventional therapy | ||||||
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| 3. The Xbox 360 Kinect® allows me to direct the activity by continuously interacting and receiving information | ||||||
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| 4. This protocol is useful for improving functional capacities, balance, and postural control | ||||||
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| 5. The virtual environment allows me to interact with interesting scenes | ||||||
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| 6. I am able to do things well, like other people, adapting to my functional limitations | ||||||
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| 7. There are times when I feel I am not useful, and that I cannot do the tasks appropriately | ||||||
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| 8. At times I feel that I am unable to do what I am asked to do and I feel discouraged | ||||||
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| 9. I am convinced that I have good qualities for improving my limitations | ||||||
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| 10. These complementary interventions make me feel stressed and tired | ||||||
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| 11. I feel that the number of virtual reality sessions that I receive per week is sufficient | ||||||
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| 12. The recommendations/requests made by the therapist seem easy | ||||||
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| 13. I consider that the time employed in this approach using game consoles is sufficient | ||||||
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| 14. The therapist modulates the intensity at all times, according to my general status | ||||||
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| 15. I would like to continue doing this type of activity because it motivates and interests me | ||||||
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| 16. I have attended all sessions with eagerness and enthusiasm | ||||||
Figure 1Video-game based protocol with Xbox® and Kinect®.
Figure 2Flow diagram.
Sociodemographic characteristics of the sample.
| Variable ( | K-S† | Control ( | Experimental ( |
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| Age (years) | 65.68 ± 10.39 | 60.35 ± 9.84 | 0.11 | |
| Gender (male/female) | 11/14 | 12/11 | 0.58 | |
| Type of stroke (hemorrhagic/ischemic) | 10/15 | 6/17 | 0.31 | |
| Side of the body affected (right/left) | 10/15 | 3/20 |
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| Time of evolution of the stroke (days) | 0.20 | 54.52 ± 18.74 | 50.91 ± 18.44 | 0.50 |
| NIHSS‡ | 0.20 | 14.28 ± 4.13 | 13.17 ± 3.47 | 0.32 |
| MOCA test | 0.16 | 18.12 ± 3.74 | 22.26 ± 4.11 |
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| Prior use of Xbox + Kinect technology (yes/no) | 17/8 | 16/7 | 0.90 |
†K-S: Kolmogorov–Smirnov. ‡NIHSS: National Institute of Health Stroke Scale. Note: p < 0.01, p < 0.05.
Results of the comparisons of the intragroup and intergroup variables.
| K-S | Control ( | CI 95%, | Experimental ( | CI 95%, | CI 95%, | ||||
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| Pre | Post | Pre | Post | Pre | Post | ||||
| Modified Rankin (1–5) | 3.92 ± 0.27 | 3.72 ± 0.68 |
| 3.91 ± 0.28 | 3.22 ± 0.60 |
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| Barthel Index (0–100) | 0.20 | 45.60 ± 19.96 | 56.60 ± 18.29 |
| 45 ± 22.96 | 65.87 ± 16.21 |
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| Tinetti gait (0–12) | 2.40 ± 3.52 | 3.42 ± 4.26 |
| 3.04 ± 3.50 | 5.57 ± 3.14 |
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| Tinetti balance (0–16) | 0.20 | 7.68 ± 4.32 | 9.84 ± 3.65 |
| 8.61 ± 4.16 | 11.61 ± 2.85 |
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| Functional Reach test | 3.36 ± 5.59 | 4.20 ± 5.50 |
| 4.96 ± 5.74 | 11.04 ± 7.35 |
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| Get Up and Go test (1–5) | 4.16 ± 0.85 | 3.88 ± 0.97 |
| 3.96 ± 0.97 | 3.43 ± 0.89 |
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| Mobility (1–3) | 2.72 ± 0.45 | 2.64 ± 0.56 |
| 2.61 ± 0.49 | 2.48 ± 0.51 |
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| Personal care (1–3) | 2.72 ± 0.45 | 2.64 ± 0.56 |
| 2.61 ± 0.49 | 2.43 ± 0.50 |
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| Activities (1–3) | 2.68 ± 0.47 | 2.60 ± 0.57 |
| 2.61 ± 0.49 | 2.43 ± 0.50 |
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| Pain/discomfort (1–3) | 2.44 ± 0.71 | 2.20 ± 0.76 |
| 1.96 ± 0.76 | 1.48 ± 0.59 |
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| Anxiety/depression (1–3) | 2.48 ± 0.71 | 2.20 ± 0.81 |
| 2.04 ± 0.63 | 1.35 ± 0.57 |
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| VAS† (0–100) | 37.60 ± 18.77 | 55.60 ± 21.03 |
| 49.57 ± 21.84 | 76.52 ± 15.84 |
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| Baropodometry— force plate (%) | 0.06 | 65 ± 15.59 | 63.28 ± 14.20 |
| 69.83 ± 16.61 | 60.26 ± 13.97 |
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| Baropodometry—support surface (cm2) | 105.24 ± 38.59 | 111.36 ± 45.43 |
| 105.96 ± 20.69 | 106.39 ± 27.37 |
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Note: p < 0.01, p < 0.05. †VAS: visual analog scale for health status; K-S: Kolmogorov–Smirnov; SD: standard deviation. CI 95%: 95% confidence interval. N = 48.
Descriptive statistics (mean and standard deviation) of the intragroup variables in the experimental group: scale of satisfaction, adherence, and motivation in relation to training with video-game based therapy.
| Dimensions ( | K-S† | Pre (mean ± SD) | Post (mean ± SD) |
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| Motivation | 0.20 | 17.70 ± 4.37 | 22.96 ± 2.53 |
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| Self-esteem | 0.20 | 16.48 ± 3.26 | 21.91 ± 2.69 |
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| Adherence | 0.20 | 19.22 ± 5.71 | 26.35 ± 3.29 |
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†K-S: Kolmogorov–Smirnov. Note: p < 0.01, p < 0.05.