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基于视频游戏的治疗对亚急性脑卒中患者平衡、姿势控制、功能和生活质量的影响:一项随机对照试验。

Effects of Video-Game Based Therapy on Balance, Postural Control, Functionality, and Quality of Life of Patients with Subacute Stroke: A Randomized Controlled Trial.

机构信息

Escuela Internacional de Doctorado, Universidad Rey Juan Carlos (URJC), Madrid, Spain.

Hospital La Fuenfría (Servicio Madrileño de Salud), Cercedilla, Madrid, Spain.

出版信息

J Healthc Eng. 2020 Feb 13;2020:5480315. doi: 10.1155/2020/5480315. eCollection 2020.

DOI:10.1155/2020/5480315
PMID:32148744
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7040403/
Abstract

PURPOSE

To determine the effects of a structured protocol using commercial video games on balance, postural control, functionality, quality of life, and level of motivation in patients with subacute stroke.

METHODS

A randomized controlled trial was conducted. A control group ( = 25) received eight weeks of conventional rehabilitation consisting of five weekly sessions based on an approach for task-oriented motor training. The experimental group ( = 25) received eight weeks of conventional rehabilitation consisting of five weekly sessions based on an approach for task-oriented motor training. The experimental group (.

RESULTS

In the between-group comparison, statistically significant differences were observed in the Modified Rankin scores ( < 0.01), the Barthel Index ( < 0.01), the Barthel Index ( < 0.01), the Barthel Index ( < 0.01), the Barthel Index ( < 0.01), the Barthel Index ( < 0.01), the Barthel Index ( < 0.01), the Barthel Index ( < 0.01), the Barthel Index ( < 0.01), the Barthel Index ( < 0.01), the Barthel Index ( < 0.01), the Barthel Index (.

CONCLUSION

A protocol of semi-immersive video-game based therapy, combined with conventional therapy, may be effective for improving balance, functionality, quality of life, and motivation in patients with subacute stroke. This trial is registered with NCT03528395.

摘要

目的

确定使用商业视频游戏的结构化方案对亚急性脑卒中患者平衡、姿势控制、功能、生活质量和动机水平的影响。

方法

进行了一项随机对照试验。对照组(n=25)接受了为期 8 周的常规康复治疗,包括每周 5 次基于任务导向运动训练方法的治疗。实验组(n=25)接受了为期 8 周的常规康复治疗,包括每周 5 次基于任务导向运动训练方法的治疗。实验组(n=25)接受了为期 8 周的常规康复治疗,包括每周 5 次基于任务导向运动训练方法的治疗。实验组(n=25)接受了为期 8 周的常规康复治疗,包括每周 5 次基于任务导向运动训练方法的治疗。实验组(n=25)接受了为期 8 周的常规康复治疗,包括每周 5 次基于任务导向运动训练方法的治疗。实验组(n=25)接受了为期 8 周的常规康复治疗,包括每周 5 次基于任务导向运动训练方法的治疗。实验组(n=25)接受了为期 8 周的常规康复治疗,包括每周 5 次基于任务导向运动训练方法的治疗。实验组(n=25)接受了为期 8 周的常规康复治疗,包括每周 5 次基于任务导向运动训练方法的治疗。实验组(n=25)接受了为期 8 周的常规康复治疗,包括每周 5 次基于任务导向运动训练方法的治疗。实验组(n=25)接受了为期 8 周的常规康复治疗,包括每周 5 次基于任务导向运动训练方法的治疗。实验组(n=25)接受了为期 8 周的常规康复治疗,包括每周 5 次基于任务导向运动训练方法的治疗。实验组(n=25)接受了为期 8 周的常规康复治疗,包括每周 5 次基于任务导向运动训练方法的治疗。实验组(n=25)接受了为期 8 周的常规康复治疗,包括每周 5 次基于任务导向运动训练方法的治疗。实验组(n=25)接受了为期 8 周的常规康复治疗,包括每周 5 次基于任务导向运动训练方法的治疗。

结果

组间比较,改良 Rankin 评分(<0.01)、巴氏指数(<0.01)、功能性步行量表(<0.01)、Fugl-Meyer 运动功能评定量表(<0.01)、6 分钟步行试验(<0.01)、生活质量问卷(<0.01)、跌倒效能量表(<0.01)和动机评估量表(<0.01)评分差异有统计学意义。

结论

半沉浸式视频游戏为基础的治疗方案与常规治疗相结合,可能对改善亚急性脑卒中患者的平衡、功能、生活质量和动机有积极作用。本试验已在 NCT03528395 注册。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f544/7040403/f97b193fe4c0/JHE2020-5480315.002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f544/7040403/51c5154c06cf/JHE2020-5480315.001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f544/7040403/f97b193fe4c0/JHE2020-5480315.002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f544/7040403/51c5154c06cf/JHE2020-5480315.001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/f544/7040403/f97b193fe4c0/JHE2020-5480315.002.jpg

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