Choi Yoon-Hee, Ku Jeonghun, Lim Hyunmi, Kim Yeo Hyung, Paik Nam-Jong
Department of Rehabilitation Medicine, Seoul National University College of Medicine, Seoul National University Bundang Hospital, Seongnam, South Korea.
Department of Physical Medicine and Rehabilitation, Soonchunhyang University College of Medicine, Soonchunhyang University Hospital, Seoul, South Korea.
Restor Neurol Neurosci. 2016 May 2;34(3):455-63. doi: 10.3233/RNN-150626.
Virtual reality (VR) has the potential to provide intensive, repetitive, and task-oriented training, and game-based therapy can enhance patients' motivation and enjoyment.
The objective of the present study was to develop a mobile game-based upper extremity VR program for patients who have experienced stroke, and to evaluate the feasibility and effectiveness of the program.
This randomized, double-blind, controlled trial included 24 patients with ischemic stroke. The intervention group (n = 12) received 30 min of conventional occupational therapy (OT) and 30 min of the mobile upper extremity rehabilitation program using a smartphone and a tablet PC (MoU-Rehab). The controls (n = 12) received conventional OT alone for 1 h per day. Rehabilitation consisted of 10 sessions of therapy, 5 days per week, for 2 weeks. The outcome measures (Fugl-Meyer Assessment of the upper extremity [FMA-UE], Brunnström stage [B-stage] for the arm and the hand, manual muscle testing [MMT], modified Barthel index [MBI], EuroQol-5 Dimension [EQ-5D], and Beck Depression Inventory [BDI]) were assessed at the beginning and end of treatment, and at 1 month. User satisfaction was evaluated by a questionnaire.
A greater improvement in the FMA-UE, B-stage, and MMT was found after treatment with the MoU-Rehab than with conventional therapy. The extent of improvements in the MBI, EQ-5D, and BDI was not significantly different between the two groups. Patients in the experimental group completed the 2-weeks treatment without adverse effects, and they were generally satisfied with MoU-Rehab.
This mobile game-based VR rehabilitation program appears to be feasible and effective for promoting upper limb recovery after ischemic stroke.
虚拟现实(VR)有潜力提供密集、重复且以任务为导向的训练,基于游戏的治疗可增强患者的积极性和愉悦感。
本研究的目的是为中风患者开发一款基于手机游戏的上肢VR程序,并评估该程序的可行性和有效性。
这项随机、双盲、对照试验纳入了24例缺血性中风患者。干预组(n = 12)接受30分钟的传统职业治疗(OT)以及使用智能手机和平板电脑的30分钟上肢康复程序(MoU-Rehab)。对照组(n = 12)每天仅接受1小时的传统OT。康复治疗包括每周5天、共10节治疗课程,为期2周。在治疗开始和结束时以及1个月时评估结果指标(上肢Fugl-Meyer评估量表[FMA-UE]、手臂和手部的Brunnström分期[B分期]、徒手肌力测试[MMT]、改良Barthel指数[MBI]、欧洲五维健康量表[EQ-5D]和贝克抑郁量表[BDI])。通过问卷调查评估用户满意度。
与传统治疗相比,使用MoU-Rehab治疗后,FMA-UE、B分期和MMT有更大改善。两组之间MBI、EQ-5D和BDI的改善程度无显著差异。实验组患者完成了为期2周的治疗,无不良反应,并且他们对MoU-Rehab总体满意。
这款基于手机游戏的VR康复程序似乎对促进缺血性中风后的上肢恢复是可行且有效的。