Effects of Game-Based Constraint-Induced Movement Therapy on Balance in Patients with Stroke: A Single-Blind Randomized Controlled Trial

OBJECTIVEThe aims of this work were to determine whether game-based constraint-induced movement therapy (CIMT) is effective at improving balance ability in patients with stroke, and to provide clinical knowledge of game-based training that allows application of CIMT to the lower extremities. DESIGNT...

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Veröffentlicht in:American journal of physical medicine & rehabilitation 2017-03, Vol.96 (3), p.184-190
Hauptverfasser: Choi, Ho-Suk, Shin, Won-Seob, Bang, Dae-Hyouk, Choi, Sung-Jin
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container_end_page 190
container_issue 3
container_start_page 184
container_title American journal of physical medicine & rehabilitation
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creator Choi, Ho-Suk
Shin, Won-Seob
Bang, Dae-Hyouk
Choi, Sung-Jin
description OBJECTIVEThe aims of this work were to determine whether game-based constraint-induced movement therapy (CIMT) is effective at improving balance ability in patients with stroke, and to provide clinical knowledge of game-based training that allows application of CIMT to the lower extremities. DESIGNThirty-six patients with chronic stroke were randomly assigned to game-based CIMT (n = 12), general game-based training (n = 12), and conventional (n = 12) groups. All interventions were conducted 3 times a week for 4 weeks. The static balance control and weight-bearing symmetry were assessed, and the Functional Reach Test (FRT), modified Functional Reach Test (mFRT), and Timed Up and Go (TUG) test were performed to evaluate balance ability. RESULTSAll 3 groups showed significant improvement in anterior-posterior axis (AP-axis) distance, sway area, weight-bearing symmetry, FRT, mFRT, and TUG test after the intervention (P < 0.05). Post hoc analysis revealed significant differences in AP-axis, and sway area, weight-bearing symmetry of the game-based CIMT group compared with the other group (P < 0.05). CONCLUSIONSAlthough the general game-based training and the game-based CIMT both improved on static and dynamic balance ability, game-based CIMT had a larger effect on static balance control, weight-bearing symmetry, and side-to-side weight shift.
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DESIGNThirty-six patients with chronic stroke were randomly assigned to game-based CIMT (n = 12), general game-based training (n = 12), and conventional (n = 12) groups. All interventions were conducted 3 times a week for 4 weeks. The static balance control and weight-bearing symmetry were assessed, and the Functional Reach Test (FRT), modified Functional Reach Test (mFRT), and Timed Up and Go (TUG) test were performed to evaluate balance ability. RESULTSAll 3 groups showed significant improvement in anterior-posterior axis (AP-axis) distance, sway area, weight-bearing symmetry, FRT, mFRT, and TUG test after the intervention (P &lt; 0.05). Post hoc analysis revealed significant differences in AP-axis, and sway area, weight-bearing symmetry of the game-based CIMT group compared with the other group (P &lt; 0.05). CONCLUSIONSAlthough the general game-based training and the game-based CIMT both improved on static and dynamic balance ability, game-based CIMT had a larger effect on static balance control, weight-bearing symmetry, and side-to-side weight shift.</description><identifier>ISSN: 0894-9115</identifier><identifier>EISSN: 1537-7385</identifier><identifier>DOI: 10.1097/PHM.0000000000000567</identifier><identifier>PMID: 27386814</identifier><language>eng</language><publisher>United States: Copyright Wolters Kluwer Health, Inc. All rights reserved</publisher><subject>Exercise Test ; Female ; Hemiplegia - physiopathology ; Humans ; Male ; Middle Aged ; Postural Balance - physiology ; Single-Blind Method ; Stroke - physiopathology ; Stroke Rehabilitation - methods ; Video Games</subject><ispartof>American journal of physical medicine &amp; rehabilitation, 2017-03, Vol.96 (3), p.184-190</ispartof><rights>Copyright © 2017 Wolters Kluwer Health, Inc. All rights reserved.</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c3057-1dabf07ad06eab2e84b2568c3851137411b79055989f0bb7752121e99e3581963</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,27924,27925</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/27386814$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Choi, Ho-Suk</creatorcontrib><creatorcontrib>Shin, Won-Seob</creatorcontrib><creatorcontrib>Bang, Dae-Hyouk</creatorcontrib><creatorcontrib>Choi, Sung-Jin</creatorcontrib><title>Effects of Game-Based Constraint-Induced Movement Therapy on Balance in Patients with Stroke: A Single-Blind Randomized Controlled Trial</title><title>American journal of physical medicine &amp; rehabilitation</title><addtitle>Am J Phys Med Rehabil</addtitle><description>OBJECTIVEThe aims of this work were to determine whether game-based constraint-induced movement therapy (CIMT) is effective at improving balance ability in patients with stroke, and to provide clinical knowledge of game-based training that allows application of CIMT to the lower extremities. DESIGNThirty-six patients with chronic stroke were randomly assigned to game-based CIMT (n = 12), general game-based training (n = 12), and conventional (n = 12) groups. All interventions were conducted 3 times a week for 4 weeks. The static balance control and weight-bearing symmetry were assessed, and the Functional Reach Test (FRT), modified Functional Reach Test (mFRT), and Timed Up and Go (TUG) test were performed to evaluate balance ability. RESULTSAll 3 groups showed significant improvement in anterior-posterior axis (AP-axis) distance, sway area, weight-bearing symmetry, FRT, mFRT, and TUG test after the intervention (P &lt; 0.05). Post hoc analysis revealed significant differences in AP-axis, and sway area, weight-bearing symmetry of the game-based CIMT group compared with the other group (P &lt; 0.05). 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All rights reserved</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>201703</creationdate><title>Effects of Game-Based Constraint-Induced Movement Therapy on Balance in Patients with Stroke: A Single-Blind Randomized Controlled Trial</title><author>Choi, Ho-Suk ; Shin, Won-Seob ; Bang, Dae-Hyouk ; Choi, Sung-Jin</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c3057-1dabf07ad06eab2e84b2568c3851137411b79055989f0bb7752121e99e3581963</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2017</creationdate><topic>Exercise Test</topic><topic>Female</topic><topic>Hemiplegia - physiopathology</topic><topic>Humans</topic><topic>Male</topic><topic>Middle Aged</topic><topic>Postural Balance - physiology</topic><topic>Single-Blind Method</topic><topic>Stroke - physiopathology</topic><topic>Stroke Rehabilitation - methods</topic><topic>Video Games</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Choi, Ho-Suk</creatorcontrib><creatorcontrib>Shin, Won-Seob</creatorcontrib><creatorcontrib>Bang, Dae-Hyouk</creatorcontrib><creatorcontrib>Choi, Sung-Jin</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>American journal of physical medicine &amp; rehabilitation</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Choi, Ho-Suk</au><au>Shin, Won-Seob</au><au>Bang, Dae-Hyouk</au><au>Choi, Sung-Jin</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Effects of Game-Based Constraint-Induced Movement Therapy on Balance in Patients with Stroke: A Single-Blind Randomized Controlled Trial</atitle><jtitle>American journal of physical medicine &amp; rehabilitation</jtitle><addtitle>Am J Phys Med Rehabil</addtitle><date>2017-03</date><risdate>2017</risdate><volume>96</volume><issue>3</issue><spage>184</spage><epage>190</epage><pages>184-190</pages><issn>0894-9115</issn><eissn>1537-7385</eissn><abstract>OBJECTIVEThe aims of this work were to determine whether game-based constraint-induced movement therapy (CIMT) is effective at improving balance ability in patients with stroke, and to provide clinical knowledge of game-based training that allows application of CIMT to the lower extremities. DESIGNThirty-six patients with chronic stroke were randomly assigned to game-based CIMT (n = 12), general game-based training (n = 12), and conventional (n = 12) groups. All interventions were conducted 3 times a week for 4 weeks. The static balance control and weight-bearing symmetry were assessed, and the Functional Reach Test (FRT), modified Functional Reach Test (mFRT), and Timed Up and Go (TUG) test were performed to evaluate balance ability. RESULTSAll 3 groups showed significant improvement in anterior-posterior axis (AP-axis) distance, sway area, weight-bearing symmetry, FRT, mFRT, and TUG test after the intervention (P &lt; 0.05). Post hoc analysis revealed significant differences in AP-axis, and sway area, weight-bearing symmetry of the game-based CIMT group compared with the other group (P &lt; 0.05). 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subjects Exercise Test
Female
Hemiplegia - physiopathology
Humans
Male
Middle Aged
Postural Balance - physiology
Single-Blind Method
Stroke - physiopathology
Stroke Rehabilitation - methods
Video Games
title Effects of Game-Based Constraint-Induced Movement Therapy on Balance in Patients with Stroke: A Single-Blind Randomized Controlled Trial
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