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使用任天堂Wii游戏对中风患者进行虚拟现实训练:随机对照试验。

Virtual Reality Training Using Nintendo Wii Games for Patients With Stroke: Randomized Controlled Trial.

作者信息

Anwar Naveed, Karimi Hossein, Ahmad Ashfaq, Gilani Syed Amir, Khalid Kehkshan, Aslam Ahmed Sohaib, Hanif Asif

机构信息

University Institute of Physical Therapy, University of Lahore, Lahore, Pakistan.

Department of Physical Therapy, Nur International University, Lahore, Pakistan.

出版信息

JMIR Serious Games. 2022 Jun 13;10(2):e29830. doi: 10.2196/29830.

Abstract

BACKGROUND

Stroke is a leading cause of disability. It is difficult to devise an optimal rehabilitation plan once stroke survivors are back home. Conventional rehabilitative therapies are extensively used in patients with stroke to recover motor functioning and disability, but these are arduous and expensive. Virtual reality (VR) video games inspire patients to get involved in their therapeutic exercise routine in a fun way. VR in the form of games provides a fruitful, secure, and challenging learning environment for motor control and neural plasticity development in rehabilitation. The effects of upper limb sensorimotor functioning and balance are the main focus of this trial.

OBJECTIVE

The aim of this study is to compare the effects of VR training and routine physical therapy on balance and upper extremity sensorimotor function in patients with stroke.

METHODS

It was a single assessor-blinded randomized clinical trial. A total of 74 participants with their first chronic stroke were included and rehabilitated in a clinical setting. The lottery method was used to randomly assign patients to either the VR group (n=37) or the routine physical therapy group (n=37). The VR group received a 1-hour session of VR training for 3 weekdays over 6 weeks, and the routine physical therapy group received different stretching and strengthening exercises. The outcome measuring tools were the Berg Balance Scale for balance and the Fugl-Meyer Assessment (upper extremity) scale for sensorimotor, joint pain, and range assessment. The assessment was done at the start of treatment and after the 6 weeks of intervention. Data analysis was done using SPSS 22.

RESULTS

The trial was completed by 68 patients. A significant difference between the two groups was found in the Berg Balance Scale score (P<.001), Fugl-Meyer Assessment for motor function (P=.03), and Fugl-Meyer Assessment for joint pain and joint range (P<.001); however, no significant difference (P=.19) in the Fugl-Meyer Assessment for upper extremity sensation was noted.

CONCLUSIONS

VR training is helpful for improving balance and function of the upper extremities in the routine life of patients with stroke; although, it was not found to be better than conventional training in improving upper limb sensation. VR training can be a better option in a rehabilitation plan designed to increase functional capability.

TRIAL REGISTRATION

Iranian Registry of Clinical Trials RCT20190715044216N1; https://www.irct.ir/user/trial/40898/view.

摘要

背景

中风是导致残疾的主要原因。中风幸存者回家后很难制定出最佳的康复计划。传统的康复治疗方法广泛应用于中风患者以恢复运动功能和减少残疾,但这些方法既艰巨又昂贵。虚拟现实(VR)视频游戏能激发患者以有趣的方式参与到他们的治疗性锻炼常规中。游戏形式的VR为康复过程中的运动控制和神经可塑性发展提供了一个富有成效、安全且具有挑战性的学习环境。本试验主要关注上肢感觉运动功能和平衡的影响。

目的

本研究旨在比较VR训练和常规物理治疗对中风患者平衡和上肢感觉运动功能的影响。

方法

这是一项单评估者盲法随机临床试验。共纳入74例首次发生慢性中风的参与者,并在临床环境中进行康复治疗。采用抽签法将患者随机分为VR组(n = 37)或常规物理治疗组(n = 37)。VR组在6周内的3个工作日接受为期1小时的VR训练,常规物理治疗组接受不同的伸展和强化训练。结果测量工具为用于评估平衡的伯格平衡量表以及用于感觉运动、关节疼痛和活动范围评估的Fugl - Meyer评估(上肢)量表。在治疗开始时和干预6周后进行评估。使用SPSS 22进行数据分析。

结果

68例患者完成了试验。两组在伯格平衡量表评分(P <.001)、Fugl - Meyer运动功能评估(P =.03)以及Fugl - Meyer关节疼痛和关节活动范围评估(P <.001)方面存在显著差异;然而,在Fugl - Meyer上肢感觉评估方面未发现显著差异(P =.19)。

结论

VR训练有助于改善中风患者日常生活中的平衡和上肢功能;尽管在改善上肢感觉方面未发现其优于传统训练。在旨在提高功能能力的康复计划中,VR训练可能是一个更好的选择。

试验注册

伊朗临床试验注册中心RCT20190715044216N1;https://www.irct.ir/user/trial/40898/view。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/09f7/9237768/ddc1c3eabe8d/games_v10i2e29830_fig1.jpg

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