Wii-Based Compared to Standard of Care Balance and Mobility Rehabilitation for Two Individuals Post-Stroke

被引:45
作者
Deutsch, J. E. [1 ]
Robbins, D. [1 ]
Morrison, J. [1 ]
Bowlby, P. Guarrera [1 ]
机构
[1] UMDNJ, SHRP, Dept Rehab & Movt Sci, Newark, NJ USA
来源
2009 VIRTUAL REHABILITATION INTERNATIONAL CONFERENCE | 2009年
关键词
Interactive Computer Gaming; Nintendo Wii; Wii-Sports; Wii-fit; balance; gait; gaming; virtual reality; stroke; Interactive computer gaming; STROKE; GAIT; PEOPLE; TRIAL;
D O I
10.1109/ICVR.2009.5174216
中图分类号
TP301 [理论、方法];
学科分类号
080201 [机械制造及其自动化];
摘要
Great interest and some hype have accompanied the introduction of Nintendo Wii-based rehabilitation. The purpose of these cases is to describe a Wii-based balance and mobility program and compare it to a standard of care balance and mobility program for two individuals in the chronic phase post-stroke. Both individuals with left cerebrovascular accidents received four weeks (12 one hour sessions) of either a Nintendo Wii and Wii Fit program or standard of care balance and mobility program. Gait speed, walking endurance (six minute walk test), balance (Dynamic Gait Index) balance confidence (Activity Balance Confidence Questionnaire) and dual tasks mobility tests (Timed-Up and Go) were measured prior to training, upon training completion and at three months post-training. Both individuals demonstrated improvements in most outcomes measured. The percent increases were generally greater for the person in the Wii-based program. Retention of improvements, however, was greater for the individual who received the standard of care. Enthusiasm for new therapies needs to be tempered with evidence of efficacy with particular attention to retention of gains.
引用
收藏
页码:117 / 120
页数:4
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