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虚拟现实游戏干预对脑卒中患者平衡的影响:一项随机对照试验。

The Effect of a Virtual Reality Game Intervention on Balance for Patients with Stroke: A Randomized Controlled Trial.

机构信息

1 Department of Physical Medicine and Rehabilitation, Taipei Medical University Shuang-Ho Hospital , Taipei, Taiwan .

2 Department of Physical Therapy and Assistive Technology, National Yang-Ming University , Taipei, Taiwan .

出版信息

Games Health J. 2017 Oct;6(5):303-311. doi: 10.1089/g4h.2016.0109. Epub 2017 Aug 3.

Abstract

OBJECTIVE

The aim of this study was to investigate the effects of virtual reality (VR) balance training conducted using Kinect for Xbox® games on patients with chronic stroke.

MATERIALS AND METHODS

Fifty patients with mild to moderate motor deficits were recruited and randomly assigned to two groups: VR plus standard treatment group and standard treatment (ST) group. In total, 12 training sessions (90 minutes a session, twice a week) were conducted in both groups, and performance was assessed at three time points (pretest, post-test, and follow-up) by a blinded assessor. The outcome measures were the Berg Balance Scale (BBS), Functional Reach Test, and Timed Up and Go Test (cognitive; TUG-cog) for balance evaluations; Modified Barthel Index for activities of daily living ability; Activities-specific Balance Confidence Scale for balance confidence; and Stroke Impact Scale for quality of life. The pleasure scale and adverse events were also recorded after each training session.

RESULTS

Both groups exhibited significant improvement over time in the BBS (P = 0.000) and TUG-cog test (P = 0.005). The VR group rated the experience as more pleasurable than the ST group during the intervention (P = 0.027). However, no significant difference was observed in other outcome measures within or between the groups. No serious adverse events were observed during the treatment in either group.

CONCLUSIONS

VR balance training by using Kinect for Xbox games plus the traditional method had positive effects on the balance ability of patients with chronic stroke. The VR group experienced higher pleasure than the ST group during the intervention.

摘要

目的

本研究旨在探讨使用 Kinect for Xbox®游戏进行虚拟现实(VR)平衡训练对慢性脑卒中患者的影响。

材料和方法

招募了 50 名轻度至中度运动功能障碍的患者,并将其随机分为 VR 加标准治疗组和标准治疗(ST)组。两组均进行了 12 次训练(每次 90 分钟,每周 2 次),并由盲法评估者在三个时间点(预测试、后测试和随访)进行评估。平衡评估的结果测量包括 Berg 平衡量表(BBS)、功能性伸展测试和计时起立行走测试(认知;TUG-cog);日常生活活动能力的改良巴氏指数;平衡信心的活动特异性平衡信心量表;以及生活质量的脑卒中影响量表。在每次训练后还记录了愉悦度量表和不良事件。

结果

两组的 BBS(P=0.000)和 TUG-cog 测试(P=0.005)均随时间显著改善。与 ST 组相比,VR 组在干预期间对体验的评价更高(P=0.027)。然而,两组之间或组内的其他结果测量均未观察到显著差异。两组在治疗期间均未发生严重不良事件。

结论

使用 Kinect for Xbox 游戏进行 VR 平衡训练结合传统方法对慢性脑卒中患者的平衡能力有积极影响。与 ST 组相比,VR 组在干预期间体验更高。

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