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用于中风患者上肢康复的虚拟现实游戏

Virtual reality games for rehabilitation of upper extremities in stroke patients.

作者信息

Shahmoradi Leila, Almasi Sohrab, Ahmadi Hossein, Bashiri Azadeh, Azadi Tania, Mirbagherie Alireza, Ansari Noureddin Nakhostin, Honarpishe Roshanak

机构信息

Halal Research Center of IRI, FDA, Tehran, Iran; Health Information Management Department, School of Allied Medical Sciences, Tehran University of Medical Sciences, Tehran, Iran.

Health Information Management Department, School of Allied Medical Sciences, Tehran University of Medical Sciences, Tehran, Iran; Department of Health Information Technology and Management, School of Allied Medical Sciences, Shahid Beheshti University of Medical Sciences, Tehran, Iran.

出版信息

J Bodyw Mov Ther. 2021 Apr;26:113-122. doi: 10.1016/j.jbmt.2020.10.006. Epub 2020 Oct 11.

DOI:10.1016/j.jbmt.2020.10.006
PMID:33992230
Abstract

INTRODUCTION

Stroke is one of the main causes of physical disability in which doing frequent and early exercise is imperative for rehabilitation. Virtual reality gaming has a high potential in rehabilitation leading to increased performance of patients. This study aimed to develop, validate and examine virtual reality games in chronic stroke patients.

METHODS

This was a single before-after study. To determine the movements and content of games, 9 physiotherapists and 11 game designers were asked to participate in a questionnaire-based survey. Then, to evaluate the impact of games on rehabilitation, patients (N = 10; mean age = 52 ± 4.38) with chronic stroke were asked to play the games three times a week for four weeks. Outcomes included measurement of the ability to perform shoulder, elbow and wrist movements was performed using goniometric instrument, Modified Motor Assessment Scale (MMAS) was used to assess the functional ability of patients and muscle spasticity, and brunnstrom's stages of recovery test was also used to assess spastic and involuntary muscle movement.

RESULTS

Games have positive effects on the horizontal abduction of shoulder (16.26 ± 23.94, P = 0.02), horizontal adduction of shoulder (59.24 ± 74.76, P = 0.00), supination of wrist (10.68 ± 53.52, P = 0.02), elbow flexion (0.1 ± 1.5, P = 0.00), and wrist flexion (0.06 ± 1.34, P = 0.03). However, they had no effects on the flexion of shoulder, flexion of elbow, extension of elbow, and extension of wrist (p-value> 0.05).

CONCLUSIONS

The results showed that games improve the range of motion of the participants in terms of horizontal abduction and abduction of the shoulder, elbow flexion, and supination and flexion of the wrist. Due to the small sample size in this study, we recommend more studies with larger samples and a control group.

摘要

引言

中风是导致身体残疾的主要原因之一,频繁且早期进行锻炼对康复至关重要。虚拟现实游戏在康复方面具有很大潜力,可提高患者的表现。本研究旨在开发、验证并检验针对慢性中风患者的虚拟现实游戏。

方法

这是一项单组前后对照研究。为确定游戏的动作和内容,邀请了9名物理治疗师和11名游戏设计师参与基于问卷的调查。然后,为评估游戏对康复的影响,让患有慢性中风的患者(N = 10;平均年龄 = 52 ± 4.38)每周玩三次游戏,共四周。结果包括使用测角仪测量肩部、肘部和腕部运动的能力,使用改良运动评估量表(MMAS)评估患者的功能能力和肌肉痉挛,还使用布氏恢复阶段测试评估痉挛性和不自主肌肉运动。

结果

游戏对肩部水平外展(16.26 ± 23.94,P = 0.02)、肩部水平内收(59.24 ± 74.76,P = 0.00)、腕部旋后(10.68 ± 53.52,P = 0.02)、肘部屈曲(0.1 ± 1.5,P = 0.00)和腕部屈曲(0.06 ± 1.34,P = 0.03)有积极影响。然而,对肩部屈曲、肘部屈曲、肘部伸展和腕部伸展没有影响(P值> 0.05)。

结论

结果表明,游戏在肩部水平外展和外旋、肘部屈曲以及腕部旋后和屈曲方面改善了参与者的运动范围。由于本研究样本量较小,我们建议进行更多样本量更大且有对照组的研究。

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