Video game-based exercises for balance rehabilitation: A single-subject design

被引:123
作者
Betker, Aimee L.
Szturm, Tony
Moussavi, Zahra K.
Nett, Cristabel
机构
[1] Univ Manitoba, Sch Med Rehabil, Div Phys Therapy, Winnipeg, MB R3E 0T6, Canada
[2] Univ Manitoba, Dept Elect & Comp Engn, Winnipeg, MB R3E 0T6, Canada
来源
ARCHIVES OF PHYSICAL MEDICINE AND REHABILITATION | 2006年 / 87卷 / 08期
基金
加拿大自然科学与工程研究理事会;
关键词
balance; biofeedback (psychology); exercise; movement; posture; pressure; rehabilitation; therapy; computer-assisted;
D O I
10.1016/j.apmr.2006.04.010
中图分类号
R49 [康复医学];
学科分类号
100215 ;
摘要
Objectives: To investigate whether coupling foot center of pressure (COP)-controlled video games to standing balance exercises will improve dynamic balance control and to determine whether the motivational and challenging aspects of the video games would increase a subject's desire to perform the exercises and complete the rehabilitation process. Design: Case study, pre- and postexercise. Setting: University hospital outpatient clinic. Participants: A young adult with excised cerebellar tumor, 1 middle-aged adult with single right cerebrovascular accident, and I middle-aged adult with traumatic brain injury. Intervention: A COP-controlled, video game-based exercise system. Main Outcome Measures: The following were calculated during 12 different tasks: the number of falls, range of COP excursion, and COP path length. Results: Postexercise, subjects exhibited a lower fall count, decreased COP excursion limits for some tasks, increased practice volume, and increased attention span during training. Conclusions: The COP-controlled video game-based exercise regime motivated subjects to increase their practice volume and attention span during training. This in turn improved subjects' dynamic balance control.
引用
收藏
页码:1141 / 1149
页数:9
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