1Department of Physical Therapy, Speech Therapy and Occupational Therapy, Faculty of Medicine, University of São Paulo, São Paulo-SP, Brazil.
2Institute of Psychology, University of São Paulo, São Paulo, Brazil.
Games Health J. 2019 Aug;8(4):294-300. doi: 10.1089/g4h.2018.0075. Epub 2019 Apr 22.
In people with chronic stroke, we investigated the transfer of gains obtained after balance training with virtual reality (VR) to an untrained task with similar balance demands. This study included 29 people with chronic stroke randomized into two groups: experimental (EG, = 16) and control (CG, = 13). The EG performed three sessions of balance training with VR using a platform-based videogame (Nintendo Wii Fit system™) for 1 week. The CG received no intervention. Transfer was evaluated through balance tests on the force platform Balance Master™, performed before and after the intervention period, for both groups. The analysis of variance for repeated measures for game performance in the EG showed statistically significant improvement in scores in all five games after training (AT). In contrast, similar analysis for balance tests for the EG and CG showed no significant differences in performance index scores derived from the Balance Master tests after the intervention period for both groups. People with chronic stroke showed performance improvement AT with VR, but there was no transfer of the gains obtained to an untrained task with similar balance demands.
在慢性中风患者中,我们研究了在虚拟现实(VR)平衡训练中获得的收益转移到具有相似平衡需求的未训练任务的情况。本研究纳入了 29 名慢性中风患者,随机分为两组:实验组(EG,n=16)和对照组(CG,n=13)。EG 每周进行三次基于平台的视频游戏(任天堂 Wii Fit 系统™)的 VR 平衡训练。CG 未接受干预。通过在干预前后对平衡大师力平台(Balance Master™)进行的平衡测试来评估转移情况,两组均进行了测试。对 EG 游戏表现的重复测量方差分析显示,在训练后(AT)所有五个游戏的得分均有统计学意义上的显著提高。相比之下,对 EG 和 CG 的平衡测试进行类似的分析后,两组在干预后从平衡大师测试中得出的平衡测试表现指数得分没有显著差异。慢性中风患者在 VR 中表现出 AT 时的表现有所提高,但在具有相似平衡需求的未训练任务中,所获得的收益并没有转移。