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研究非沉浸式虚拟现实游戏训练对慢性中风患者膝关节过度伸展控制和平衡的影响:一项单盲随机对照研究。

Examining the effects of non-immersive virtual reality game-based training on knee hyperextension control and balance in chronic stroke patients: a single-blind randomized controlled study.

作者信息

Korkusuz Süleyman, Taşkın Gülşen, Korkusuz Büşra Seçkinoğulları, Özen Melike Sümeyye, Yürük Zeliha Özlem

机构信息

Faculty of Health Sciences, Department of Physiotherapy and Rehabilitation, Atılım University, Ankara, Turkey.

Faculty of Health Sciences, Department of Geriatric Physiotherapy, Afyonkarahisar Health Sciences University, Afyon, Turkey.

出版信息

Neurol Sci. 2025 Mar;46(3):1267-1275. doi: 10.1007/s10072-024-07830-z. Epub 2024 Oct 28.

Abstract

BACKGROUND

Post-stroke hemiparesis can lead to decreased mobility, gait disturbances, impaired balance, postural instability, limitations in activities of daily living (ADL), and long-term disability.

AIMS

The aim of this study was to examine the effect of non-immersive virtual reality game-based training (nIVRGT) in addition to conventional rehabilitation in stroke patients on dynamic balance, knee hyperextension control, and ADL.

METHODS

Twenty-five chronic stroke patients aged between 51 and 70 were included in the study. Stroke patients were randomized to a control group (n = 12) and a study group (n = 13). Individuals in control group participated conventional physiotherapy and rehabilitation program for 60 min, 3 days a week for 6 weeks. individuals in the study group received 40 min of conventional physiotherapy and rehabilitation program plus 20 min nIVRGT. Functional Reach Test, Timed Up and Go Test, Computerized Gait Evaluation System and Barthel Index were used in the evaluation.

RESULT

The study group improved significantly in dynamic balance, knee control, and ADL (p < 0.05). In the control group, significant improvements were observed in dynamic balance and knee control (p < 0.05), except ADL (p > 0.05). The study group improved in dynamic balance compared with the control group (p < 0.05). Knee control and ADL improved similarly in both groups (p > 0.05).

CONCLUSION

Our results showed that conventional and additional nIVRGT rehabilitation improved dynamic balance and knee hyperextension control in chronic stroke. However, it was observed that the non-immersive virtual reality (nIVR) approach was more effective in improving dynamic balance in stroke patients than conventional rehabilitation alone.

CLINICAL TRIAL CODE

NCT05907473.

摘要

背景

中风后偏瘫可导致活动能力下降、步态障碍、平衡受损、姿势不稳、日常生活活动(ADL)受限以及长期残疾。

目的

本研究的目的是探讨在中风患者中,除了传统康复治疗外,基于非沉浸式虚拟现实游戏的训练(nIVRGT)对动态平衡、膝关节过度伸展控制和ADL的影响。

方法

25名年龄在51至70岁之间的慢性中风患者纳入本研究。中风患者被随机分为对照组(n = 12)和研究组(n = 13)。对照组患者每周3天,每次60分钟,参加为期6周的传统物理治疗和康复计划。研究组患者接受40分钟的传统物理治疗和康复计划加20分钟的nIVRGT。评估采用功能性伸展测试、计时起立行走测试、计算机化步态评估系统和巴氏指数。

结果

研究组在动态平衡、膝关节控制和ADL方面有显著改善(p < 0.05)。对照组在动态平衡和膝关节控制方面有显著改善(p < 0.05),但ADL方面无显著改善(p > 0.05)。与对照组相比,研究组在动态平衡方面有所改善(p < 0.05)。两组在膝关节控制和ADL方面的改善相似(p > 0.05)。

结论

我们的数据表明,传统康复和额外的nIVRGT康复改善了慢性中风患者的动态平衡和膝关节过度伸展控制。然而,观察到非沉浸式虚拟现实(nIVR)方法在改善中风患者的动态平衡方面比单独的传统康复更有效。

临床试验代码

NCT05907473。

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