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虚拟现实使用 Wii 游戏技术在中风康复中的有效性:一项初步随机临床试验和原理验证。

Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle.

机构信息

Division of Neurology, Departments of Medicine and Health Policy Management and Evaluation and Institute for Clinical Evaluative Sciences, Li Ka Shing Knowledge Institute of St. Michael's Hospital, Dalla Lana, School of Public Health, University of Toronto, Ontario, Canada.

出版信息

Stroke. 2010 Jul;41(7):1477-84. doi: 10.1161/STROKEAHA.110.584979. Epub 2010 May 27.

Abstract

BACKGROUND AND PURPOSE

Hemiparesis resulting in functional limitation of an upper extremity is common among stroke survivors. Although existing evidence suggests that increasing intensity of stroke rehabilitation therapy results in better motor recovery, limited evidence is available on the efficacy of virtual reality for stroke rehabilitation.

METHODS

In this pilot, randomized, single-blinded clinical trial with 2 parallel groups involving stroke patients within 2 months, we compared the feasibility, safety, and efficacy of virtual reality using the Nintendo Wii gaming system (VRWii) versus recreational therapy (playing cards, bingo, or "Jenga") among those receiving standard rehabilitation to evaluate arm motor improvement. The primary feasibility outcome was the total time receiving the intervention. The primary safety outcome was the proportion of patients experiencing intervention-related adverse events during the study period. Efficacy, a secondary outcome measure, was evaluated with the Wolf Motor Function Test, Box and Block Test, and Stroke Impact Scale at 4 weeks after intervention.

RESULTS

Overall, 22 of 110 (20%) of screened patients were randomized. The mean age (range) was 61.3 (41 to 83) years. Two participants dropped out after a training session. The interventions were successfully delivered in 9 of 10 participants in the VRWii and 8 of 10 in the recreational therapy arm. The mean total session time was 388 minutes in the recreational therapy group compared with 364 minutes in the VRWii group (P=0.75). There were no serious adverse events in any group. Relative to the recreational therapy group, participants in the VRWii arm had a significant improvement in mean motor function of 7 seconds (Wolf Motor Function Test, 7.4 seconds; 95% CI, -14.5, -0.2) after adjustment for age, baseline functional status (Wolf Motor Function Test), and stroke severity.

CONCLUSIONS

VRWii gaming technology represents a safe, feasible, and potentially effective alternative to facilitate rehabilitation therapy and promote motor recovery after stroke.

摘要

背景与目的

脑卒中幸存者常出现单侧肢体瘫痪,导致功能受限。虽然现有证据表明增加脑卒中康复治疗的强度可以促进更好的运动功能恢复,但虚拟现实用于脑卒中康复的疗效证据有限。

方法

在这项纳入 2 个月内脑卒中患者的、有 2 个平行组的、单盲、随机临床试验中,我们比较了使用任天堂 Wii 游戏系统(VRWii)进行虚拟现实治疗与常规康复治疗(玩纸牌、宾果游戏或“叠叠乐”)在接受标准康复治疗的患者中增加上肢运动改善的可行性、安全性和疗效。主要可行性结局是接受干预的总时间。主要安全性结局是研究期间发生与干预相关不良事件的患者比例。疗效是次要结局,在干预后 4 周采用 Wolf 运动功能测试、箱式和街区测试以及脑卒中影响量表进行评估。

结果

共对 110 例筛选患者中的 22 例(20%)进行了随机分组。患者的平均年龄(范围)为 61.3(41 至 83)岁。2 例患者在训练课后退出。在 VRWii 组和常规康复治疗组中,分别有 9 例和 8 例患者成功完成了干预措施。常规康复治疗组的平均总疗程时间为 388 分钟,VRWii 组为 364 分钟(P=0.75)。两组均无严重不良事件。在调整年龄、基线功能状态(Wolf 运动功能测试)和脑卒中严重程度后,与常规康复治疗组相比,VRWii 组的参与者的运动功能平均提高了 7 秒(Wolf 运动功能测试为 7.4 秒;95%CI,-14.5,-0.2)。

结论

VRWii 游戏技术是一种安全、可行且有潜力有效的替代方法,可以促进脑卒中后的康复治疗和运动功能恢复。

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