Active Video-Gaming Effects on Balance and Mobility in Individuals with Chronic Stroke: A Randomized Controlled Trial

被引:59
作者
Fritz, Stacy L. [1 ]
Peters, Denise M. [1 ]
Merlo, Angela M. [2 ]
Donley, Jonathan [3 ]
机构
[1] Univ S Carolina, Dept Exercise Sci, Phys Therapy Program, Columbia, SC 29208 USA
[2] No Arizona Univ, Phys Therapy Dept, Phoenix, AZ USA
[3] Palmetto Hlth, Geriatr Specialty Clin, Columbia, SC USA
关键词
balance; gaming; stroke; VIRTUAL-REALITY; REHABILITATION; RELIABILITY; PERFORMANCE; POSTSTROKE; EXERCISES; VALIDITY; DESIGN; IMPACT; SCALE;
D O I
10.1310/tsr2003-218
中图分类号
R49 [康复医学];
学科分类号
100232 [康复医学];
摘要
Background: Treatments that provide feedback, increase practice with multiple repetitions, and motivate patients are essential to rehabilitation post stroke. Objective: To determine whether playing active video games results in improved balance and mobility post stroke. Methods: Thirty participants with chronic (time since stroke = 3.0 [2.9] years) hemiparesis post stroke were randomly assigned to a gaming group or normal activity control group. Gaming systems provided participants with an interactive interface of real-time movement of either themselves or an avatar on the screen. Participants played games 50-60 minutes/day, 4 days/week, for 5 weeks. The intervention was strictly game-play, in standing position, without physical therapy. The control group received no special intervention and continued with normal activity. Both groups were tested prior to, following the 5 weeks (post test), and 3 months following the completion of the study. Outcome measures included the Fugl-Meyer Assessment, Berg Balance Scale, Dynamic Gait Index, Timed Up & Go, 6-minute walk test, 3-meter walk (self-selected and fast), and perception of recovery. Results: No statistically significant differences between or within groups were found through analysis of covariance (covaried for side of hemiparesis) at post test or follow-up. Although the within-group effect sizes were primarily indexed as "small" (<.36), the gaming group exhibited higher within-group effect sizes before and after testing than did the control group on all 7 dependent variables analyzed. Conclusions: Even though the only intervention was game-play, there were small positive effects. Therapist assistance in making more optimum movement choices may be needed before significant improvements are seen with commercially available, general purpose games.
引用
收藏
页码:218 / 225
页数:8
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