Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation
Stroke rehabilitation requires repetitive, intensive, goal-oriented therapy. Virtual reality (VR) has the potential to satisfy these requirements. Game-based therapy can promote patients' engagement in rehabilitation therapy as a more interesting and a motivating tool. Mobile devices such as sm...
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Veröffentlicht in: | Journal of visualized experiments 2018-03 (133) |
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creator | Choi, Yoon-Hee Paik, Nam-Jong |
description | Stroke rehabilitation requires repetitive, intensive, goal-oriented therapy. Virtual reality (VR) has the potential to satisfy these requirements. Game-based therapy can promote patients' engagement in rehabilitation therapy as a more interesting and a motivating tool. Mobile devices such as smartphones and tablet PCs can provide personalized home-based therapy with interactive communication between patients and clinicians. In this study, a mobile VR upper extremity rehabilitation program using game applications was developed. The findings from the study show that the mobile game-based VR program effectively promotes upper extremity recovery in patients with stroke. In addition, patients completed two weeks of treatment using the program without adverse effects and were generally satisfied with the program. This mobile game-based VR upper extremity rehabilitation program can substitute for some parts of the conventional therapy that are delivered one-on-one by an occupational therapist. This time-efficient, easy to implement, and clinically effective program would be a good candidate tool for tele-rehabilitation for upper extremity recovery in patients with stroke. Patients and therapists can collaborate remotely through these e-health rehabilitation programs while reducing economic and social costs. |
doi_str_mv | 10.3791/56241 |
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Virtual reality (VR) has the potential to satisfy these requirements. Game-based therapy can promote patients' engagement in rehabilitation therapy as a more interesting and a motivating tool. Mobile devices such as smartphones and tablet PCs can provide personalized home-based therapy with interactive communication between patients and clinicians. In this study, a mobile VR upper extremity rehabilitation program using game applications was developed. The findings from the study show that the mobile game-based VR program effectively promotes upper extremity recovery in patients with stroke. In addition, patients completed two weeks of treatment using the program without adverse effects and were generally satisfied with the program. This mobile game-based VR upper extremity rehabilitation program can substitute for some parts of the conventional therapy that are delivered one-on-one by an occupational therapist. This time-efficient, easy to implement, and clinically effective program would be a good candidate tool for tele-rehabilitation for upper extremity recovery in patients with stroke. 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This time-efficient, easy to implement, and clinically effective program would be a good candidate tool for tele-rehabilitation for upper extremity recovery in patients with stroke. Patients and therapists can collaborate remotely through these e-health rehabilitation programs while reducing economic and social costs.</description><subject>Aged</subject><subject>Arm - blood supply</subject><subject>Arm - pathology</subject><subject>Behavior</subject><subject>Double-Blind Method</subject><subject>Humans</subject><subject>Male</subject><subject>Middle Aged</subject><subject>Mobile Applications</subject><subject>Stroke - physiopathology</subject><subject>Stroke Rehabilitation - instrumentation</subject><subject>Stroke Rehabilitation - methods</subject><subject>Treatment Outcome</subject><subject>Video Games</subject><subject>Virtual Reality</subject><issn>1940-087X</issn><issn>1940-087X</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2018</creationdate><recordtype>article</recordtype><sourceid>EIF</sourceid><recordid>eNpVkV9LwzAUxYMobs59BemL4Es1SZs2fRFkzClMFOfEt5Ck6RZtm5qk4r69nZtjPt0L58e5fw4AQwQvozRDVyTBMToAfZTFMIQ0fTvc63vgxLl3CBMMCT0GPZyRlBIM-2D2YIQuVTDhlQoFdyoPXrX1LS-DZ8VL7VfBkzULy6ugMDaYN42ywfjbW1WttZm35kN16JJ3Ntpzr019Co4KXjo13NYBmN-OX0Z34fRxcj-6mYYyotiHKCNSRZgLCCEWJM5RjiiNRSYLjjkqKEV51kGpFCKlMpISdreksFAyTnPBowG43vg2rahULlXtLS9ZY3XF7YoZrtl_pdZLtjBfjGQRIjjrDC62BtZ8tsp5VmknVVnyWpnWMQwRTRICk7RDzzeotMY5q4rdGATZOgD2G0DHne3vtKP-Ph79AKRrgXE</recordid><startdate>20180308</startdate><enddate>20180308</enddate><creator>Choi, Yoon-Hee</creator><creator>Paik, Nam-Jong</creator><general>MyJove Corporation</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><scope>5PM</scope></search><sort><creationdate>20180308</creationdate><title>Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation</title><author>Choi, Yoon-Hee ; Paik, Nam-Jong</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c382t-195ce32ab0002b54d1d1884b9cfa2a1f881d91957cbb78c3cc008770fec47dba3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2018</creationdate><topic>Aged</topic><topic>Arm - blood supply</topic><topic>Arm - pathology</topic><topic>Behavior</topic><topic>Double-Blind Method</topic><topic>Humans</topic><topic>Male</topic><topic>Middle Aged</topic><topic>Mobile Applications</topic><topic>Stroke - physiopathology</topic><topic>Stroke Rehabilitation - instrumentation</topic><topic>Stroke Rehabilitation - methods</topic><topic>Treatment Outcome</topic><topic>Video Games</topic><topic>Virtual Reality</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Choi, Yoon-Hee</creatorcontrib><creatorcontrib>Paik, Nam-Jong</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><collection>PubMed Central (Full Participant titles)</collection><jtitle>Journal of visualized experiments</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Choi, Yoon-Hee</au><au>Paik, Nam-Jong</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation</atitle><jtitle>Journal of visualized experiments</jtitle><addtitle>J Vis Exp</addtitle><date>2018-03-08</date><risdate>2018</risdate><issue>133</issue><issn>1940-087X</issn><eissn>1940-087X</eissn><abstract>Stroke rehabilitation requires repetitive, intensive, goal-oriented therapy. Virtual reality (VR) has the potential to satisfy these requirements. Game-based therapy can promote patients' engagement in rehabilitation therapy as a more interesting and a motivating tool. Mobile devices such as smartphones and tablet PCs can provide personalized home-based therapy with interactive communication between patients and clinicians. In this study, a mobile VR upper extremity rehabilitation program using game applications was developed. The findings from the study show that the mobile game-based VR program effectively promotes upper extremity recovery in patients with stroke. In addition, patients completed two weeks of treatment using the program without adverse effects and were generally satisfied with the program. This mobile game-based VR upper extremity rehabilitation program can substitute for some parts of the conventional therapy that are delivered one-on-one by an occupational therapist. 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subjects | Aged Arm - blood supply Arm - pathology Behavior Double-Blind Method Humans Male Middle Aged Mobile Applications Stroke - physiopathology Stroke Rehabilitation - instrumentation Stroke Rehabilitation - methods Treatment Outcome Video Games Virtual Reality |
title | Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation |
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