Effects of Video-Game Based Therapy on Balance, Postural Control, Functionality, and Quality of Life of Patients with Subacute Stroke: A Randomized Controlled Trial
Autor: | Roberto Cano-de-la-Cuerda, Javier Rodríguez Hernández, Antonio Jesús Muñoz Villena, Susana Collado-Vázquez, María José Cano-Mañas |
---|---|
Jazyk: | angličtina |
Rok vydání: | 2020 |
Předmět: |
Male
030506 rehabilitation medicine.medical_specialty Medicine (General) Article Subject medicine.medical_treatment Subacute stroke Biomedical Engineering Poison control Health Informatics Postural control law.invention 03 medical and health sciences 0302 clinical medicine R5-920 Quality of life Randomized controlled trial law Medical technology Medicine Humans cardiovascular diseases R855-855.5 Video game Postural Balance Balance (ability) Aged Rehabilitation business.industry Stroke Rehabilitation Recovery of Function Middle Aged nervous system diseases Video Games Physical therapy Quality of Life Surgery Female 0305 other medical science business human activities 030217 neurology & neurosurgery Biotechnology Research Article |
Zdroj: | Journal of Healthcare Engineering, Vol 2020 (2020) Journal of Healthcare Engineering |
ISSN: | 2040-2309 2040-2295 |
Popis: | Purpose. To determine the effects of a structured protocol using commercial video games on balance, postural control, functionality, quality of life, and level of motivation in patients with subacute stroke. Methods. A randomized controlled trial was conducted. A control group (n = 25) received eight weeks of conventional rehabilitation consisting of five weekly sessions based on an approach for task-oriented motor training. The experimental group (n = 23) received conventional rehabilitation + video-game based therapy for eight weeks with commercial video games using the Xbox 360° video games console and the Kinect® device with the same total treatment time for both groups. The Modified Rankin Scale, Barthel Index, Tinetti scale, Functional Reach test, Get Up and Go test, Baropodometry, EuroQoL 5D (EQ-5D), satisfaction, adherence, and motivation were used as outcome measures. Results. In the between-group comparison, statistically significant differences were observed in the Modified Rankin scores (p<0.01), the Barthel Index (p=0.05), the Tinetti gait assessment (p=0.02), the Functional Reach test (p<0.01), the Get Up and Go test (p=0.05), the pain/discomfort dimension (p<0.01), and anxiety/depression dimension (p<0.01) of the EQ-5D and the VAS (visual analog scale) (p<0.01) on the perceived health status based on the EQ-5D questionnaire. Regarding the scale of motivation, self-esteem, and adherence, statistically significant differences were achieved in motivation (p<0.01), self-esteem (p<0.01), and adherence (p<0.01) variables. Conclusion. A protocol of semi-immersive video-game based therapy, combined with conventional therapy, may be effective for improving balance, functionality, quality of life, and motivation in patients with subacute stroke. This trial is registered with NCT03528395. |
Databáze: | OpenAIRE |
Externí odkaz: |