Use of Virtual Reality and Videogames in the Physiotherapy Treatment of Stroke Patients: A Pilot Randomized Controlled Trial
A stroke is a neurological condition with a high impact in terms of physical disability in the adult population, requiring specific and effective rehabilitative approaches. Virtual reality (VR), a technological approach in constant evolution, has great applicability in many fields of rehabilitation,...
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Veröffentlicht in: | International journal of environmental research and public health 2023-03, Vol.20 (6), p.4747 |
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container_title | International journal of environmental research and public health |
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creator | Peláez-Vélez, Francisco-Javier Eckert, Martina Gacto-Sánchez, Mariano Martínez-Carrasco, Ángel |
description | A stroke is a neurological condition with a high impact in terms of physical disability in the adult population, requiring specific and effective rehabilitative approaches. Virtual reality (VR), a technological approach in constant evolution, has great applicability in many fields of rehabilitation, including strokes. The aim of this study was to analyze the effects of a traditional neurological physiotherapy-based approach combined with the implementation of a specific VR-based program in the treatment of patients following rehabilitation after a stroke. Participants (
= 24) diagnosed with a stroke in the last six months were randomly allocated into a control group (
= 12) and an experimental group (
= 12). Both groups received one-hour sessions of neurological physiotherapy over 6 weeks, whilst the experimental group was, in addition, supplemented with VR. Patients were assessed through the Daniels and Worthingham Scale, Modified Ashworth Scale, Motor Index, Trunk Control Test, Tinetti Balance Scale, Berg Balance Scale and the Functional Ambulation Classification of the Hospital of Sagunto. Statistically significant improvements were obtained in the experimental group with respect to the control group on the Motricity Index (
= 0.005), Trunk Control Test (
= 0.008), Tinetti Balance Scale (
= 0.004), Berg Balance Scale (
= 0.007) and the Functional Ambulation Classification of the Hospital of Sagunto (
= 0.038). The use of VR in addition to the traditional physiotherapy approach is a useful strategy in the treatment of strokes. |
doi_str_mv | 10.3390/ijerph20064747 |
format | Article |
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= 24) diagnosed with a stroke in the last six months were randomly allocated into a control group (
= 12) and an experimental group (
= 12). Both groups received one-hour sessions of neurological physiotherapy over 6 weeks, whilst the experimental group was, in addition, supplemented with VR. Patients were assessed through the Daniels and Worthingham Scale, Modified Ashworth Scale, Motor Index, Trunk Control Test, Tinetti Balance Scale, Berg Balance Scale and the Functional Ambulation Classification of the Hospital of Sagunto. Statistically significant improvements were obtained in the experimental group with respect to the control group on the Motricity Index (
= 0.005), Trunk Control Test (
= 0.008), Tinetti Balance Scale (
= 0.004), Berg Balance Scale (
= 0.007) and the Functional Ambulation Classification of the Hospital of Sagunto (
= 0.038). The use of VR in addition to the traditional physiotherapy approach is a useful strategy in the treatment of strokes.</description><identifier>ISSN: 1660-4601</identifier><identifier>ISSN: 1661-7827</identifier><identifier>EISSN: 1660-4601</identifier><identifier>DOI: 10.3390/ijerph20064747</identifier><identifier>PMID: 36981652</identifier><language>eng</language><publisher>Switzerland: MDPI AG</publisher><subject>Adult ; Analysis ; Classification ; Clinical trials ; Computer & video games ; Computer applications ; Exercise ; Gait ; Health aspects ; Humans ; Medical research ; Medicine, Experimental ; Motor task performance ; Patients ; Physical therapy ; Physical Therapy Modalities ; Pilot Projects ; Postural Balance ; Posture ; Rehabilitation ; Software ; Spasticity ; Statistical analysis ; Stroke ; Stroke Rehabilitation - methods ; Therapeutics, Physiological ; Treatment Outcome ; Video Games ; Virtual Reality</subject><ispartof>International journal of environmental research and public health, 2023-03, Vol.20 (6), p.4747</ispartof><rights>COPYRIGHT 2023 MDPI AG</rights><rights>2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><rights>2023 by the authors. 2023</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c4017-99c1b1958c86b907506538ab644f34ef658a95efaa624ecc5b70302f2fe37a93</citedby><cites>FETCH-LOGICAL-c4017-99c1b1958c86b907506538ab644f34ef658a95efaa624ecc5b70302f2fe37a93</cites><orcidid>0000-0003-0256-331X ; 0000-0002-4531-9918</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC10049060/pdf/$$EPDF$$P50$$Gpubmedcentral$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC10049060/$$EHTML$$P50$$Gpubmedcentral$$Hfree_for_read</linktohtml><link.rule.ids>230,314,727,780,784,885,27923,27924,53790,53792</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/36981652$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Peláez-Vélez, Francisco-Javier</creatorcontrib><creatorcontrib>Eckert, Martina</creatorcontrib><creatorcontrib>Gacto-Sánchez, Mariano</creatorcontrib><creatorcontrib>Martínez-Carrasco, Ángel</creatorcontrib><title>Use of Virtual Reality and Videogames in the Physiotherapy Treatment of Stroke Patients: A Pilot Randomized Controlled Trial</title><title>International journal of environmental research and public health</title><addtitle>Int J Environ Res Public Health</addtitle><description>A stroke is a neurological condition with a high impact in terms of physical disability in the adult population, requiring specific and effective rehabilitative approaches. Virtual reality (VR), a technological approach in constant evolution, has great applicability in many fields of rehabilitation, including strokes. The aim of this study was to analyze the effects of a traditional neurological physiotherapy-based approach combined with the implementation of a specific VR-based program in the treatment of patients following rehabilitation after a stroke. Participants (
= 24) diagnosed with a stroke in the last six months were randomly allocated into a control group (
= 12) and an experimental group (
= 12). Both groups received one-hour sessions of neurological physiotherapy over 6 weeks, whilst the experimental group was, in addition, supplemented with VR. Patients were assessed through the Daniels and Worthingham Scale, Modified Ashworth Scale, Motor Index, Trunk Control Test, Tinetti Balance Scale, Berg Balance Scale and the Functional Ambulation Classification of the Hospital of Sagunto. Statistically significant improvements were obtained in the experimental group with respect to the control group on the Motricity Index (
= 0.005), Trunk Control Test (
= 0.008), Tinetti Balance Scale (
= 0.004), Berg Balance Scale (
= 0.007) and the Functional Ambulation Classification of the Hospital of Sagunto (
= 0.038). The use of VR in addition to the traditional physiotherapy approach is a useful strategy in the treatment of strokes.</description><subject>Adult</subject><subject>Analysis</subject><subject>Classification</subject><subject>Clinical trials</subject><subject>Computer & video games</subject><subject>Computer applications</subject><subject>Exercise</subject><subject>Gait</subject><subject>Health aspects</subject><subject>Humans</subject><subject>Medical research</subject><subject>Medicine, Experimental</subject><subject>Motor task performance</subject><subject>Patients</subject><subject>Physical therapy</subject><subject>Physical Therapy Modalities</subject><subject>Pilot Projects</subject><subject>Postural Balance</subject><subject>Posture</subject><subject>Rehabilitation</subject><subject>Software</subject><subject>Spasticity</subject><subject>Statistical analysis</subject><subject>Stroke</subject><subject>Stroke Rehabilitation - methods</subject><subject>Therapeutics, Physiological</subject><subject>Treatment Outcome</subject><subject>Video Games</subject><subject>Virtual Reality</subject><issn>1660-4601</issn><issn>1661-7827</issn><issn>1660-4601</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2023</creationdate><recordtype>article</recordtype><sourceid>EIF</sourceid><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><recordid>eNptkk2LFDEQhoMo7odePUrAi5dZk85Hd7zIMLgqLLiso9eQTldmMqY7s0m3MOKPN43ruitLDinePPWmqiiEXlByxpgib_wO0n5bESJ5zetH6JhKSRZcEvr4TnyETnLeEcIaLtVTdMSkaqgU1TH69TUDjg5_82mcTMBXYIIfD9gMXdE6iBvTQ8Z-wOMW8OX2kH0sUTL7A14nMGMPwzgbfBlT_F4IM_qi5Ld4iS99iCO-Klax9z-hw6s4FCqEEq6TN-EZeuJMyPD85j5F6_P369XHxcXnD59Wy4uF5YTWC6UsbakSjW1kq0gtiBSsMa3k3DEOTorGKAHOGFlxsFa0NWGkcpUDVhvFTtG7P7b7qe2hs6W-ZILeJ9-bdNDReH3_ZfBbvYk_NCWEKyJJcXh945Di9QR51L3PFkIwA8Qp66pWlSBNw1hBX_2H7uKUhtLeTJWhc86af9TGBNB-cLF8bGdTvawFVZQKNRd-9gBVTge9t3EA54v-UIJNMecE7rZJSvS8L_r-vpSEl3dHc4v_XRD2G5IdvEE</recordid><startdate>20230308</startdate><enddate>20230308</enddate><creator>Peláez-Vélez, Francisco-Javier</creator><creator>Eckert, Martina</creator><creator>Gacto-Sánchez, Mariano</creator><creator>Martínez-Carrasco, Ángel</creator><general>MDPI AG</general><general>MDPI</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>3V.</scope><scope>7X7</scope><scope>7XB</scope><scope>88E</scope><scope>8C1</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>CCPQU</scope><scope>COVID</scope><scope>DWQXO</scope><scope>FYUFA</scope><scope>GHDGH</scope><scope>K9.</scope><scope>M0S</scope><scope>M1P</scope><scope>PIMPY</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>7X8</scope><scope>5PM</scope><orcidid>https://orcid.org/0000-0003-0256-331X</orcidid><orcidid>https://orcid.org/0000-0002-4531-9918</orcidid></search><sort><creationdate>20230308</creationdate><title>Use of Virtual Reality and Videogames in the Physiotherapy Treatment of Stroke Patients: A Pilot Randomized Controlled Trial</title><author>Peláez-Vélez, Francisco-Javier ; 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Virtual reality (VR), a technological approach in constant evolution, has great applicability in many fields of rehabilitation, including strokes. The aim of this study was to analyze the effects of a traditional neurological physiotherapy-based approach combined with the implementation of a specific VR-based program in the treatment of patients following rehabilitation after a stroke. Participants (
= 24) diagnosed with a stroke in the last six months were randomly allocated into a control group (
= 12) and an experimental group (
= 12). Both groups received one-hour sessions of neurological physiotherapy over 6 weeks, whilst the experimental group was, in addition, supplemented with VR. Patients were assessed through the Daniels and Worthingham Scale, Modified Ashworth Scale, Motor Index, Trunk Control Test, Tinetti Balance Scale, Berg Balance Scale and the Functional Ambulation Classification of the Hospital of Sagunto. Statistically significant improvements were obtained in the experimental group with respect to the control group on the Motricity Index (
= 0.005), Trunk Control Test (
= 0.008), Tinetti Balance Scale (
= 0.004), Berg Balance Scale (
= 0.007) and the Functional Ambulation Classification of the Hospital of Sagunto (
= 0.038). The use of VR in addition to the traditional physiotherapy approach is a useful strategy in the treatment of strokes.</abstract><cop>Switzerland</cop><pub>MDPI AG</pub><pmid>36981652</pmid><doi>10.3390/ijerph20064747</doi><orcidid>https://orcid.org/0000-0003-0256-331X</orcidid><orcidid>https://orcid.org/0000-0002-4531-9918</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | Adult Analysis Classification Clinical trials Computer & video games Computer applications Exercise Gait Health aspects Humans Medical research Medicine, Experimental Motor task performance Patients Physical therapy Physical Therapy Modalities Pilot Projects Postural Balance Posture Rehabilitation Software Spasticity Statistical analysis Stroke Stroke Rehabilitation - methods Therapeutics, Physiological Treatment Outcome Video Games Virtual Reality |
title | Use of Virtual Reality and Videogames in the Physiotherapy Treatment of Stroke Patients: A Pilot Randomized Controlled Trial |
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