1. Effects of substituting a portion of standard physiotherapy time with virtual reality games among community-dwelling stroke survivors
- Author
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Li Ching Soh, Beng Kooi Lim, Nor Azlin Mohd Nordin, Noorazah Abd Aziz, and Devinder Kaur Ajit Singh
- Subjects
Male ,medicine.medical_specialty ,Activities of daily living ,medicine.medical_treatment ,Clinical Neurology ,MEDLINE ,Walking ,Physical function ,Virtual reality ,Virtual Reality Exposure Therapy ,Physical medicine and rehabilitation ,Residence Characteristics ,medicine ,Humans ,Survivors ,Stroke survivor ,Stroke ,Aged ,Aged, 80 and over ,Analysis of Variance ,Rehabilitation ,business.industry ,Malaysia ,Stroke Rehabilitation ,General Medicine ,Middle Aged ,Stroke survivors ,medicine.disease ,Games, Experimental ,Treatment Outcome ,Physical therapy ,Female ,Neurology (clinical) ,business ,human activities ,Research Article - Abstract
Background Evidence indicates that the continuation of therapy among community-dwelling stroke survivors improves physical function. Community rehabilitation programmes often face limitations in terms of resources. It is imperative to include new motivational interventions to encourage some level of non-clinician management. The aim of this study was to determine whether there were any changes in physical function and activities of daily living when substituting a portion of the standard physiotherapy time with virtual reality games among community-dwelling stroke survivors. Methods In this controlled trial, the experimental group received 30 minutes of virtual reality balance games in addition to 90 minutes of standard physiotherapy. The control group continued with their two hours of routine standard physiotherapy. Both groups received 12 therapy sessions: two-hour sessions twice per week for six continuous weeks. Changes in physical function, activities of daily living and balance ability were assessed using the Timed Up and Go test, 30-second Sit to Stand test, Timed Ten-Metre Walk test, Six-Minute Walk test and the Barthel Index, and static balance was assessed using a probalance board. Results Twenty-eight participants completed post-intervention assessments. The results showed a significant within-subject effect on the Timed Up and Go test: F (1, 26) = 5.83, p = 0.02; and the 30-second Sit to Stand test; F (1, 26) = 13.50, p = 0.001. The between-subject effect was not significant (p > 0.05) for any of the outcome measurements. Conclusion Substituting a portion of the standard physiotherapy time with virtual reality games was equally effective in maintaining physical function outcomes and activities of daily living among community-dwelling stroke survivors. Trial Registration Australia and New Zealand Clinical Trials Register, ACTRN12613000478718
- Published
- 2013
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