TY - JOUR
T1 - The Effect of a Virtual Reality Game Intervention on Balance for Patients with Stroke
T2 - A Randomized Controlled Trial
AU - Lee, Hsin Chieh
AU - Huang, Chia Lin
AU - Ho, Sui Hua
AU - Sung, Wen Hsu
N1 - Funding Information:
This research was supported by the study projects of Taipei Medical University Shuang Ho Hospital (103 SHH-HCP-001). The authors thank their colleagues from the Department of Physical Medicine and Rehabilitation, Taipei Medical University Shuang-Ho Hospital, who provided insights and the expertise that greatly assisted the research. The authors thank Dr. Tsan-Hon Liou and Dr. Ya-Ru Yang for their comments that greatly improved the manuscript and Wallace Academic Editing for editing the manuscript.
PY - 2017/10
Y1 - 2017/10
N2 - Objective: The aim of this study was to investigate the effects of virtual reality (VR) balance training conducted using Kinect for Xbox® games on patients with chronic stroke. Materials and Methods: Fifty patients with mild to moderate motor deficits were recruited and randomly assigned to two groups: VR plus standard treatment group and standard treatment (ST) group. In total, 12 training sessions (90 minutes a session, twice a week) were conducted in both groups, and performance was assessed at three time points (pretest, post-test, and follow-up) by a blinded assessor. The outcome measures were the Berg Balance Scale (BBS), Functional Reach Test, and Timed Up and Go Test (cognitive; TUG-cog) for balance evaluations; Modified Barthel Index for activities of daily living ability; Activities-specific Balance Confidence Scale for balance confidence; and Stroke Impact Scale for quality of life. The pleasure scale and adverse events were also recorded after each training session. Results: Both groups exhibited significant improvement over time in the BBS (P = 0.000) and TUG-cog test (P = 0.005). The VR group rated the experience as more pleasurable than the ST group during the intervention (P = 0.027). However, no significant difference was observed in other outcome measures within or between the groups. No serious adverse events were observed during the treatment in either group. Conclusions: VR balance training by using Kinect for Xbox games plus the traditional method had positive effects on the balance ability of patients with chronic stroke. The VR group experienced higher pleasure than the ST group during the intervention.
AB - Objective: The aim of this study was to investigate the effects of virtual reality (VR) balance training conducted using Kinect for Xbox® games on patients with chronic stroke. Materials and Methods: Fifty patients with mild to moderate motor deficits were recruited and randomly assigned to two groups: VR plus standard treatment group and standard treatment (ST) group. In total, 12 training sessions (90 minutes a session, twice a week) were conducted in both groups, and performance was assessed at three time points (pretest, post-test, and follow-up) by a blinded assessor. The outcome measures were the Berg Balance Scale (BBS), Functional Reach Test, and Timed Up and Go Test (cognitive; TUG-cog) for balance evaluations; Modified Barthel Index for activities of daily living ability; Activities-specific Balance Confidence Scale for balance confidence; and Stroke Impact Scale for quality of life. The pleasure scale and adverse events were also recorded after each training session. Results: Both groups exhibited significant improvement over time in the BBS (P = 0.000) and TUG-cog test (P = 0.005). The VR group rated the experience as more pleasurable than the ST group during the intervention (P = 0.027). However, no significant difference was observed in other outcome measures within or between the groups. No serious adverse events were observed during the treatment in either group. Conclusions: VR balance training by using Kinect for Xbox games plus the traditional method had positive effects on the balance ability of patients with chronic stroke. The VR group experienced higher pleasure than the ST group during the intervention.
KW - Activities of daily living
KW - Postural balance
KW - Stroke
KW - Videogames
KW - Virtual reality therapy
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U2 - 10.1089/g4h.2016.0109
DO - 10.1089/g4h.2016.0109
M3 - Article
AN - SCOPUS:85031665460
SN - 2161-783X
VL - 6
SP - 303
EP - 311
JO - Games for health journal
JF - Games for health journal
IS - 5
ER -