Virtual-Reality Balance Training with a Video-Game System Improves Dynamic Balance in Chronic Stroke Patients

Stroke is one of the most serious healthcare problems and a major cause of impairment of cognition and physical functions. Virtual rehabilitation approaches to postural control have been used for enhancing functional recovery that may lead to a decrease in the risk of falling. In the present study,...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:The Tohoku Journal of Experimental Medicine 2012, Vol.228(1), pp.69-74
Hauptverfasser: Cho, Ki Hun, Lee, Kyoung Jin, Song, Chang Ho
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 74
container_issue 1
container_start_page 69
container_title The Tohoku Journal of Experimental Medicine
container_volume 228
creator Cho, Ki Hun
Lee, Kyoung Jin
Song, Chang Ho
description Stroke is one of the most serious healthcare problems and a major cause of impairment of cognition and physical functions. Virtual rehabilitation approaches to postural control have been used for enhancing functional recovery that may lead to a decrease in the risk of falling. In the present study, we investigated the effects of virtual reality balance training (VRBT) with a balance board game system on balance of chronic stroke patients. Participants were randomly assigned to 2 groups: VRBT group (11 subjects including 3 women, 65.26 years old) and control group (11 subjects including 5 women, 63.13 years old). Both groups participated in a standard rehabilitation program (physical and occupational therapy) for 60 min a day, 5 times a week for 6 weeks. In addition, the VRBT group participated in VRBT for 30 min a day, 3 times a week for 6 weeks. Static balance (postural sway velocity with eyes open or closed) was evaluated with the posturography. Dynamic balance was evaluated with the Berg Balance Scale (BBS) and Timed Up and Go test (TUG) that measures balance and mobility in dynamic balance. There was greater improvement on BBS (4.00 vs. 2.81 scores) and TUG (−1.33 vs. −0.52 sec) in the VRBT group compared with the control group (P < 0.05), but not on static balance in both groups. In conclusion, we demonstrate a significant improvement in dynamic balance in chronic stroke patients with VRBT. VRBT is feasible and suitable for chronic stroke patients with balance deficit in clinical settings.
doi_str_mv 10.1620/tjem.228.69
format Article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_miscellaneous_1039886778</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>1039886778</sourcerecordid><originalsourceid>FETCH-LOGICAL-c472t-a6a44752988da6b4b47c0b9bd53e18375e592dd95b113a2cfbf26ffce0cddcac3</originalsourceid><addsrcrecordid>eNpFkE1r3DAQhkVoaLZpT7kXHQvBG1mSJesU0k3zAYGWJs3VjOVxVlvLTiVty_77KOxmexqYeebh5SXkpGTzUnF2llbo55zXc2UOyKwU0hRCcPOOzBiTrKg110fkQ4wrxoRkWr0nR5wbrUQtZ8Q_upDWMBQ_EQaXNvQrDDBapA8B3OjGJ_rPpSUF-ug6nIpr8EjvNzGhp7f-OUx_MdLLzQje2f2rG-liGaYxr-5TmH4j_QHJ4ZjiR3LYwxDx024ek19X3x4WN8Xd9-vbxcVdYaXmqQAFUuqKm7ruQLWyldqy1rRdJbCsha6wMrzrTNWWpQBu-7bnqu8tMtt1Fqw4Jl-23pzwzxpjaryLFoecD6d1bEomsltpXWf0dIvaMMUYsG-eg_MQNhlqXvttXvttcr-NMpn-vBOvW4_dnn0rNAPnW2AVEzzhHoCQnB3wv6zcKfcXu4TQ4CheAJyxjy4</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>1039886778</pqid></control><display><type>article</type><title>Virtual-Reality Balance Training with a Video-Game System Improves Dynamic Balance in Chronic Stroke Patients</title><source>J-STAGE Free</source><source>MEDLINE</source><source>Freely Accessible Japanese Titles</source><source>Elektronische Zeitschriftenbibliothek - Frei zugängliche E-Journals</source><creator>Cho, Ki Hun ; Lee, Kyoung Jin ; Song, Chang Ho</creator><creatorcontrib>Cho, Ki Hun ; Lee, Kyoung Jin ; Song, Chang Ho</creatorcontrib><description>Stroke is one of the most serious healthcare problems and a major cause of impairment of cognition and physical functions. Virtual rehabilitation approaches to postural control have been used for enhancing functional recovery that may lead to a decrease in the risk of falling. In the present study, we investigated the effects of virtual reality balance training (VRBT) with a balance board game system on balance of chronic stroke patients. Participants were randomly assigned to 2 groups: VRBT group (11 subjects including 3 women, 65.26 years old) and control group (11 subjects including 5 women, 63.13 years old). Both groups participated in a standard rehabilitation program (physical and occupational therapy) for 60 min a day, 5 times a week for 6 weeks. In addition, the VRBT group participated in VRBT for 30 min a day, 3 times a week for 6 weeks. Static balance (postural sway velocity with eyes open or closed) was evaluated with the posturography. Dynamic balance was evaluated with the Berg Balance Scale (BBS) and Timed Up and Go test (TUG) that measures balance and mobility in dynamic balance. There was greater improvement on BBS (4.00 vs. 2.81 scores) and TUG (−1.33 vs. −0.52 sec) in the VRBT group compared with the control group (P &lt; 0.05), but not on static balance in both groups. In conclusion, we demonstrate a significant improvement in dynamic balance in chronic stroke patients with VRBT. VRBT is feasible and suitable for chronic stroke patients with balance deficit in clinical settings.</description><identifier>ISSN: 0040-8727</identifier><identifier>EISSN: 1349-3329</identifier><identifier>DOI: 10.1620/tjem.228.69</identifier><identifier>PMID: 22976384</identifier><language>eng</language><publisher>Japan: Tohoku University Medical Press</publisher><subject>Aged ; balance ; Female ; Humans ; Male ; Middle Aged ; Postural Balance - physiology ; postural sway ; Posture - physiology ; rehabilitation ; stroke ; Stroke - physiopathology ; Stroke - therapy ; Stroke Rehabilitation ; Treatment Outcome ; virtual reality ; Virtual Reality Exposure Therapy - methods</subject><ispartof>The Tohoku Journal of Experimental Medicine, 2012, Vol.228(1), pp.69-74</ispartof><rights>2012 Tohoku University Medical Press</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c472t-a6a44752988da6b4b47c0b9bd53e18375e592dd95b113a2cfbf26ffce0cddcac3</citedby><cites>FETCH-LOGICAL-c472t-a6a44752988da6b4b47c0b9bd53e18375e592dd95b113a2cfbf26ffce0cddcac3</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,776,780,1877,27901,27902</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/22976384$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Cho, Ki Hun</creatorcontrib><creatorcontrib>Lee, Kyoung Jin</creatorcontrib><creatorcontrib>Song, Chang Ho</creatorcontrib><title>Virtual-Reality Balance Training with a Video-Game System Improves Dynamic Balance in Chronic Stroke Patients</title><title>The Tohoku Journal of Experimental Medicine</title><addtitle>Tohoku J. Exp. Med.</addtitle><description>Stroke is one of the most serious healthcare problems and a major cause of impairment of cognition and physical functions. Virtual rehabilitation approaches to postural control have been used for enhancing functional recovery that may lead to a decrease in the risk of falling. In the present study, we investigated the effects of virtual reality balance training (VRBT) with a balance board game system on balance of chronic stroke patients. Participants were randomly assigned to 2 groups: VRBT group (11 subjects including 3 women, 65.26 years old) and control group (11 subjects including 5 women, 63.13 years old). Both groups participated in a standard rehabilitation program (physical and occupational therapy) for 60 min a day, 5 times a week for 6 weeks. In addition, the VRBT group participated in VRBT for 30 min a day, 3 times a week for 6 weeks. Static balance (postural sway velocity with eyes open or closed) was evaluated with the posturography. Dynamic balance was evaluated with the Berg Balance Scale (BBS) and Timed Up and Go test (TUG) that measures balance and mobility in dynamic balance. There was greater improvement on BBS (4.00 vs. 2.81 scores) and TUG (−1.33 vs. −0.52 sec) in the VRBT group compared with the control group (P &lt; 0.05), but not on static balance in both groups. In conclusion, we demonstrate a significant improvement in dynamic balance in chronic stroke patients with VRBT. VRBT is feasible and suitable for chronic stroke patients with balance deficit in clinical settings.</description><subject>Aged</subject><subject>balance</subject><subject>Female</subject><subject>Humans</subject><subject>Male</subject><subject>Middle Aged</subject><subject>Postural Balance - physiology</subject><subject>postural sway</subject><subject>Posture - physiology</subject><subject>rehabilitation</subject><subject>stroke</subject><subject>Stroke - physiopathology</subject><subject>Stroke - therapy</subject><subject>Stroke Rehabilitation</subject><subject>Treatment Outcome</subject><subject>virtual reality</subject><subject>Virtual Reality Exposure Therapy - methods</subject><issn>0040-8727</issn><issn>1349-3329</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2012</creationdate><recordtype>article</recordtype><sourceid>EIF</sourceid><recordid>eNpFkE1r3DAQhkVoaLZpT7kXHQvBG1mSJesU0k3zAYGWJs3VjOVxVlvLTiVty_77KOxmexqYeebh5SXkpGTzUnF2llbo55zXc2UOyKwU0hRCcPOOzBiTrKg110fkQ4wrxoRkWr0nR5wbrUQtZ8Q_upDWMBQ_EQaXNvQrDDBapA8B3OjGJ_rPpSUF-ug6nIpr8EjvNzGhp7f-OUx_MdLLzQje2f2rG-liGaYxr-5TmH4j_QHJ4ZjiR3LYwxDx024ek19X3x4WN8Xd9-vbxcVdYaXmqQAFUuqKm7ruQLWyldqy1rRdJbCsha6wMrzrTNWWpQBu-7bnqu8tMtt1Fqw4Jl-23pzwzxpjaryLFoecD6d1bEomsltpXWf0dIvaMMUYsG-eg_MQNhlqXvttXvttcr-NMpn-vBOvW4_dnn0rNAPnW2AVEzzhHoCQnB3wv6zcKfcXu4TQ4CheAJyxjy4</recordid><startdate>20120901</startdate><enddate>20120901</enddate><creator>Cho, Ki Hun</creator><creator>Lee, Kyoung Jin</creator><creator>Song, Chang Ho</creator><general>Tohoku University Medical Press</general><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7X8</scope></search><sort><creationdate>20120901</creationdate><title>Virtual-Reality Balance Training with a Video-Game System Improves Dynamic Balance in Chronic Stroke Patients</title><author>Cho, Ki Hun ; Lee, Kyoung Jin ; Song, Chang Ho</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c472t-a6a44752988da6b4b47c0b9bd53e18375e592dd95b113a2cfbf26ffce0cddcac3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2012</creationdate><topic>Aged</topic><topic>balance</topic><topic>Female</topic><topic>Humans</topic><topic>Male</topic><topic>Middle Aged</topic><topic>Postural Balance - physiology</topic><topic>postural sway</topic><topic>Posture - physiology</topic><topic>rehabilitation</topic><topic>stroke</topic><topic>Stroke - physiopathology</topic><topic>Stroke - therapy</topic><topic>Stroke Rehabilitation</topic><topic>Treatment Outcome</topic><topic>virtual reality</topic><topic>Virtual Reality Exposure Therapy - methods</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Cho, Ki Hun</creatorcontrib><creatorcontrib>Lee, Kyoung Jin</creatorcontrib><creatorcontrib>Song, Chang Ho</creatorcontrib><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>MEDLINE - Academic</collection><jtitle>The Tohoku Journal of Experimental Medicine</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Cho, Ki Hun</au><au>Lee, Kyoung Jin</au><au>Song, Chang Ho</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Virtual-Reality Balance Training with a Video-Game System Improves Dynamic Balance in Chronic Stroke Patients</atitle><jtitle>The Tohoku Journal of Experimental Medicine</jtitle><addtitle>Tohoku J. Exp. Med.</addtitle><date>2012-09-01</date><risdate>2012</risdate><volume>228</volume><issue>1</issue><spage>69</spage><epage>74</epage><pages>69-74</pages><issn>0040-8727</issn><eissn>1349-3329</eissn><abstract>Stroke is one of the most serious healthcare problems and a major cause of impairment of cognition and physical functions. Virtual rehabilitation approaches to postural control have been used for enhancing functional recovery that may lead to a decrease in the risk of falling. In the present study, we investigated the effects of virtual reality balance training (VRBT) with a balance board game system on balance of chronic stroke patients. Participants were randomly assigned to 2 groups: VRBT group (11 subjects including 3 women, 65.26 years old) and control group (11 subjects including 5 women, 63.13 years old). Both groups participated in a standard rehabilitation program (physical and occupational therapy) for 60 min a day, 5 times a week for 6 weeks. In addition, the VRBT group participated in VRBT for 30 min a day, 3 times a week for 6 weeks. Static balance (postural sway velocity with eyes open or closed) was evaluated with the posturography. Dynamic balance was evaluated with the Berg Balance Scale (BBS) and Timed Up and Go test (TUG) that measures balance and mobility in dynamic balance. There was greater improvement on BBS (4.00 vs. 2.81 scores) and TUG (−1.33 vs. −0.52 sec) in the VRBT group compared with the control group (P &lt; 0.05), but not on static balance in both groups. In conclusion, we demonstrate a significant improvement in dynamic balance in chronic stroke patients with VRBT. VRBT is feasible and suitable for chronic stroke patients with balance deficit in clinical settings.</abstract><cop>Japan</cop><pub>Tohoku University Medical Press</pub><pmid>22976384</pmid><doi>10.1620/tjem.228.69</doi><tpages>6</tpages><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier ISSN: 0040-8727
ispartof The Tohoku Journal of Experimental Medicine, 2012, Vol.228(1), pp.69-74
issn 0040-8727
1349-3329
language eng
recordid cdi_proquest_miscellaneous_1039886778
source J-STAGE Free; MEDLINE; Freely Accessible Japanese Titles; Elektronische Zeitschriftenbibliothek - Frei zugängliche E-Journals
subjects Aged
balance
Female
Humans
Male
Middle Aged
Postural Balance - physiology
postural sway
Posture - physiology
rehabilitation
stroke
Stroke - physiopathology
Stroke - therapy
Stroke Rehabilitation
Treatment Outcome
virtual reality
Virtual Reality Exposure Therapy - methods
title Virtual-Reality Balance Training with a Video-Game System Improves Dynamic Balance in Chronic Stroke Patients
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-02-02T14%3A08%3A29IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Virtual-Reality%20Balance%20Training%20with%20a%20Video-Game%20System%20Improves%20Dynamic%20Balance%20in%20Chronic%20Stroke%20Patients&rft.jtitle=The%20Tohoku%20Journal%20of%20Experimental%20Medicine&rft.au=Cho,%20Ki%20Hun&rft.date=2012-09-01&rft.volume=228&rft.issue=1&rft.spage=69&rft.epage=74&rft.pages=69-74&rft.issn=0040-8727&rft.eissn=1349-3329&rft_id=info:doi/10.1620/tjem.228.69&rft_dat=%3Cproquest_cross%3E1039886778%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=1039886778&rft_id=info:pmid/22976384&rfr_iscdi=true