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虚拟现实游戏对中风患者平衡、步态、抑郁及人际关系的影响。

Effect of virtual reality games on stroke patients' balance, gait, depression, and interpersonal relationships.

作者信息

Song Gui Bin, Park Eun Cho

机构信息

Department of Physical Therapy, Yeungnam University College, Republic of Korea.

Department of Physical Therapy, College of Rehabilitation Science, Daegu University, Republic of Korea.

出版信息

J Phys Ther Sci. 2015 Jul;27(7):2057-60. doi: 10.1589/jpts.27.2057. Epub 2015 Jul 22.

Abstract

[Purpose] The purpose of the study was to determine the effects of training using virtual reality games on balance and gait ability, as well as the psychological characteristics of stroke patients, such as depression and interpersonal relationships, by comparing them with the effects of ergometer training. [Subjects] Forty stroke patients were randomly divided into a virtual reality group (VRG, N = 20) and an ergometer training group (ETG, N = 20). [Methods] VRG performed training using the Xbox Kinect. ETG performed training using an ergometer bicycle. Both groups received training 30 min per day, five times per week, for eight weeks. [Results] Both the VRG and ETG subjects exhibited a significant difference in weight distribution ratio on the paralyzed side and balance ability. Both the VRG and ETG patients showed significant improvement in psychological measures BDI and RCS, after the intervention, and the VRG sowed a more significant increase in BDI than the ETG. [Conclusion] According to the result of this study, virtual reality training and ergometer training were both effective at improving balance, gait abilities, depression, and interpersonal relationships among stroke patients.

摘要

[目的] 本研究旨在通过将使用虚拟现实游戏训练的效果与测力计训练的效果进行比较,确定其对中风患者平衡和步态能力的影响,以及中风患者的心理特征,如抑郁和人际关系。[对象] 40例中风患者被随机分为虚拟现实组(VRG,N = 20)和测力计训练组(ETG,N = 20)。[方法] VRG使用Xbox Kinect进行训练。ETG使用测力计自行车进行训练。两组均每天训练30分钟,每周训练5次,共训练8周。[结果] VRG和ETG受试者在患侧的体重分布比例和平衡能力上均表现出显著差异。干预后,VRG和ETG患者的心理测量指标BDI和RCS均有显著改善,且VRG的BDI升高幅度比ETG更显著。[结论] 根据本研究结果,虚拟现实训练和测力计训练在改善中风患者的平衡、步态能力、抑郁和人际关系方面均有效。

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