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基于 Wii 的康复治疗对脑卒中的疗效:一项随机对照研究。

Effectiveness of Wii-based rehabilitation in stroke: A randomized controlled study.

机构信息

Physical medicine and rehabilitation, Zekai Tahir Burak Education and Research Hospital, , Turkey.

出版信息

J Rehabil Med. 2018 May 8;50(5):406-412. doi: 10.2340/16501977-2331.

Abstract

OBJECTIVE

To investigate the efficacy of Nintendo Wii Fit®-based balance rehabilitation as an adjunc-tive therapy to conventional rehabilitation in stroke patients.

METHODS

During the study period, 70 stroke patients were evaluated. Of these, 23 who met the study criteria were randomly assigned to either the experimental group (n = 12) or the control group (n = 11) by block randomization. Primary outcome measures were Berg Balance Scale, Functional Reach Test, Postural Assessment Scale for Stroke Patients, Timed Up and Go Test and Static Balance Index. Secondary outcome measures were postural sway, as assessed with Emed-X, Functional Independence Measure Transfer and Ambulation Scores. An evaluator who was blinded to the groups made assessments immediately before (baseline), immediately after (post-treatment), and 4 weeks after completion of the study (follow-up).

RESULTS

Group-time interaction was significant in the Berg Balance Scale, Functional Reach Test, anteroposterior and mediolateral centre of pressure displacement with eyes open, anteroposterior centre of pressure displacement with eyes closed, centre of pressure displacement during weight shifting to affected side, to unaffected side and total centre of pressure displacement during weight shifting. Demonstrating significant group-time interaction in those parameters suggests that, while both groups exhibited significant improvement, the experimental group showed greater improvement than the control group.

CONCLUSION

Virtual reality exercises with the Nintendo Wii system could represent a useful adjunctive therapy to traditional treatment to improve static and dynamic balance in stroke patients.

摘要

目的

研究基于任天堂 Wii Fit®的平衡康复作为中风患者常规康复的辅助治疗的疗效。

方法

在研究期间,评估了 70 名中风患者。其中,23 名符合研究标准的患者通过区组随机化被随机分配到实验组(n = 12)或对照组(n = 11)。主要结局测量指标为 Berg 平衡量表、功能性伸展测试、中风患者姿势评估量表、起立-行走测试和静态平衡指数。次要结局测量指标为 Emed-X 评估的姿势摆动、功能性独立测量转移和步行得分。评估者对组群不知情,在治疗前(基线)、治疗后即刻(治疗后)和研究完成后 4 周(随访)进行评估。

结果

Berg 平衡量表、功能性伸展测试、睁眼时前后和左右方向的中心压力位移、闭眼时前后方向的中心压力位移、向患侧和健侧转移重心时的中心压力位移以及重心总位移在组间时间交互作用方面具有显著差异。这些参数显示出显著的组间时间交互作用,表明虽然两组都表现出显著的改善,但实验组的改善程度大于对照组。

结论

使用任天堂 Wii 系统进行虚拟现实练习可能是传统治疗的一种有用辅助治疗方法,可以改善中风患者的静态和动态平衡。

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