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首页> 外文期刊>Stroke: A Journal of Cerebral Circulation >Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle.
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Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle.

机译:使用Wii游戏技术在中风康复中实现虚拟现实的有效性:一项随机临床试验和原理证明。

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摘要

BACKGROUND AND PURPOSE: Hemiparesis resulting in functional limitation of an upper extremity is common among stroke survivors. Although existing evidence suggests that increasing intensity of stroke rehabilitation therapy results in better motor recovery, limited evidence is available on the efficacy of virtual reality for stroke rehabilitation. METHODS: In this pilot, randomized, single-blinded clinical trial with 2 parallel groups involving stroke patients within 2 months, we compared the feasibility, safety, and efficacy of virtual reality using the Nintendo Wii gaming system (VRWii) versus recreational therapy (playing cards, bingo, or "Jenga") among those receiving standard rehabilitation to evaluate arm motor improvement. The primary feasibility outcome was the total time receiving the intervention. The primary safety outcome was the proportion of patients experiencing intervention-related adverse events during the study period. Efficacy, a secondary outcome measure, was evaluated with the Wolf Motor Function Test, Box and Block Test, and Stroke Impact Scale at 4 weeks after intervention. RESULTS: Overall, 22 of 110 (20%) of screened patients were randomized. The mean age (range) was 61.3 (41 to 83) years. Two participants dropped out after a training session. The interventions were successfully delivered in 9 of 10 participants in the VRWii and 8 of 10 in the recreational therapy arm. The mean total session time was 388 minutes in the recreational therapy group compared with 364 minutes in the VRWii group (P=0.75). There were no serious adverse events in any group. Relative to the recreational therapy group, participants in the VRWii arm had a significant improvement in mean motor function of 7 seconds (Wolf Motor Function Test, 7.4 seconds; 95% CI, -14.5, -0.2) after adjustment for age, baseline functional status (Wolf Motor Function Test), and stroke severity. CONCLUSIONS: VRWii gaming technology represents a safe, feasible, and potentially effective alternative to facilitate rehabilitation therapy and promote motor recovery after stroke.
机译:背景与目的:导致上肢功能受限的偏瘫在中风幸存者中很常见。尽管现有证据表明中风康复治疗强度的提高可导致更好的运动恢复,但关于虚拟现实对中风康复疗效的证据有限。方法:在该试验性随机单盲临床试验中,在2个月内将2个平行组纳入中风患者,我们比较了使用Nintendo Wii游戏系统(VRWii)与娱乐疗法(游戏)进行虚拟现实的可行性,安全性和有效性卡,宾果游戏或“积木”)接受标准康复训练的人,以评估手臂运动的改善情况。主要的可行性结果是接受干预的总时间。主要安全结果是研究期间发生与干预相关的不良事件的患者比例。干预后4周,通过Wolf运动功能测试,盒装和格挡测试以及中风影响量表评估了作为次要结果指标的疗效。结果:总体上,在110例筛查患者中,有22例(20%)是随机分组的。平均年龄(范围)为61.3(41至83)岁。培训课程结束后,两名参与者退出。在VRWii的10名参与者中有9名成功地进行了干预,在娱乐疗法部门的10名参与者中有8名成功地进行了干预。休闲治疗组的平均总疗程时间为388分钟,而VRWii组为364分钟(P = 0.75)。任何组均无严重不良事件。相对于娱乐疗法组,在调整了年龄,基线功能状态后,VRWii组的参与者的平均运动功能显着改善了7秒(狼运动功能测试,7.4秒; 95%CI,-14.5,-0.2) (狼运动功能测试)和中风严重程度。结论:VRWii游戏技术代表了一种安全,可行且可能有效的替代方案,可促进中风后的康复治疗并促进运动恢复。

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