Cargando…

The Efficacy of Balance Training with Video Game-Based Therapy in Subacute Stroke Patients: A Randomized Controlled Trial

The video game-based therapy emerged as a potential valid tool in improving balance in several neurological conditions with controversial results, whereas little information is available regarding the use of this therapy in subacute stroke patients. The aim of this study was to investigate the effic...

Descripción completa

Detalles Bibliográficos
Autores principales: Morone, Giovanni, Tramontano, Marco, Iosa, Marco, Shofany, Jacob, Iemma, Antonella, Musicco, Massimo, Paolucci, Stefano, Caltagirone, Carlo
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Hindawi Publishing Corporation 2014
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4026958/
https://www.ncbi.nlm.nih.gov/pubmed/24877116
http://dx.doi.org/10.1155/2014/580861
_version_ 1782316924005253120
author Morone, Giovanni
Tramontano, Marco
Iosa, Marco
Shofany, Jacob
Iemma, Antonella
Musicco, Massimo
Paolucci, Stefano
Caltagirone, Carlo
author_facet Morone, Giovanni
Tramontano, Marco
Iosa, Marco
Shofany, Jacob
Iemma, Antonella
Musicco, Massimo
Paolucci, Stefano
Caltagirone, Carlo
author_sort Morone, Giovanni
collection PubMed
description The video game-based therapy emerged as a potential valid tool in improving balance in several neurological conditions with controversial results, whereas little information is available regarding the use of this therapy in subacute stroke patients. The aim of this study was to investigate the efficacy of balance training using video game-based intervention on functional balance and disability in individuals with hemiparesis due to stroke in subacute phase. Fifty adult stroke patients participated to the study: 25 subjects were randomly assigned to balance training with Wii Fit, and the other 25 subjects were assigned to usual balance therapy. Both groups were also treated with conventional physical therapy (40 min 2 times/day). The main outcome was functional balance (Berg Balance Scale-BBS), and secondary outcomes were disability (Barthel Index-BI), walking ability (Functional Ambulation Category), and walking speed (10-meters walking test). Wii Fit training was more effective than usual balance therapy in improving balance (BBS: 53 versus 48, P = 0.004) and independency in activity of daily living (BI: 98 versus 93, P = 0.021). A balance training performed with a Wii Fit as an add on to the conventional therapy was found to be more effective than conventional therapy alone in improving balance and reducing disability in patients with subacute stroke.
format Online
Article
Text
id pubmed-4026958
institution National Center for Biotechnology Information
language English
publishDate 2014
publisher Hindawi Publishing Corporation
record_format MEDLINE/PubMed
spelling pubmed-40269582014-05-29 The Efficacy of Balance Training with Video Game-Based Therapy in Subacute Stroke Patients: A Randomized Controlled Trial Morone, Giovanni Tramontano, Marco Iosa, Marco Shofany, Jacob Iemma, Antonella Musicco, Massimo Paolucci, Stefano Caltagirone, Carlo Biomed Res Int Clinical Study The video game-based therapy emerged as a potential valid tool in improving balance in several neurological conditions with controversial results, whereas little information is available regarding the use of this therapy in subacute stroke patients. The aim of this study was to investigate the efficacy of balance training using video game-based intervention on functional balance and disability in individuals with hemiparesis due to stroke in subacute phase. Fifty adult stroke patients participated to the study: 25 subjects were randomly assigned to balance training with Wii Fit, and the other 25 subjects were assigned to usual balance therapy. Both groups were also treated with conventional physical therapy (40 min 2 times/day). The main outcome was functional balance (Berg Balance Scale-BBS), and secondary outcomes were disability (Barthel Index-BI), walking ability (Functional Ambulation Category), and walking speed (10-meters walking test). Wii Fit training was more effective than usual balance therapy in improving balance (BBS: 53 versus 48, P = 0.004) and independency in activity of daily living (BI: 98 versus 93, P = 0.021). A balance training performed with a Wii Fit as an add on to the conventional therapy was found to be more effective than conventional therapy alone in improving balance and reducing disability in patients with subacute stroke. Hindawi Publishing Corporation 2014 2014-05-05 /pmc/articles/PMC4026958/ /pubmed/24877116 http://dx.doi.org/10.1155/2014/580861 Text en Copyright © 2014 Giovanni Morone et al. https://creativecommons.org/licenses/by/3.0/ This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Clinical Study
Morone, Giovanni
Tramontano, Marco
Iosa, Marco
Shofany, Jacob
Iemma, Antonella
Musicco, Massimo
Paolucci, Stefano
Caltagirone, Carlo
The Efficacy of Balance Training with Video Game-Based Therapy in Subacute Stroke Patients: A Randomized Controlled Trial
title The Efficacy of Balance Training with Video Game-Based Therapy in Subacute Stroke Patients: A Randomized Controlled Trial
title_full The Efficacy of Balance Training with Video Game-Based Therapy in Subacute Stroke Patients: A Randomized Controlled Trial
title_fullStr The Efficacy of Balance Training with Video Game-Based Therapy in Subacute Stroke Patients: A Randomized Controlled Trial
title_full_unstemmed The Efficacy of Balance Training with Video Game-Based Therapy in Subacute Stroke Patients: A Randomized Controlled Trial
title_short The Efficacy of Balance Training with Video Game-Based Therapy in Subacute Stroke Patients: A Randomized Controlled Trial
title_sort efficacy of balance training with video game-based therapy in subacute stroke patients: a randomized controlled trial
topic Clinical Study
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4026958/
https://www.ncbi.nlm.nih.gov/pubmed/24877116
http://dx.doi.org/10.1155/2014/580861
work_keys_str_mv AT moronegiovanni theefficacyofbalancetrainingwithvideogamebasedtherapyinsubacutestrokepatientsarandomizedcontrolledtrial
AT tramontanomarco theefficacyofbalancetrainingwithvideogamebasedtherapyinsubacutestrokepatientsarandomizedcontrolledtrial
AT iosamarco theefficacyofbalancetrainingwithvideogamebasedtherapyinsubacutestrokepatientsarandomizedcontrolledtrial
AT shofanyjacob theefficacyofbalancetrainingwithvideogamebasedtherapyinsubacutestrokepatientsarandomizedcontrolledtrial
AT iemmaantonella theefficacyofbalancetrainingwithvideogamebasedtherapyinsubacutestrokepatientsarandomizedcontrolledtrial
AT musiccomassimo theefficacyofbalancetrainingwithvideogamebasedtherapyinsubacutestrokepatientsarandomizedcontrolledtrial
AT paoluccistefano theefficacyofbalancetrainingwithvideogamebasedtherapyinsubacutestrokepatientsarandomizedcontrolledtrial
AT caltagironecarlo theefficacyofbalancetrainingwithvideogamebasedtherapyinsubacutestrokepatientsarandomizedcontrolledtrial
AT moronegiovanni efficacyofbalancetrainingwithvideogamebasedtherapyinsubacutestrokepatientsarandomizedcontrolledtrial
AT tramontanomarco efficacyofbalancetrainingwithvideogamebasedtherapyinsubacutestrokepatientsarandomizedcontrolledtrial
AT iosamarco efficacyofbalancetrainingwithvideogamebasedtherapyinsubacutestrokepatientsarandomizedcontrolledtrial
AT shofanyjacob efficacyofbalancetrainingwithvideogamebasedtherapyinsubacutestrokepatientsarandomizedcontrolledtrial
AT iemmaantonella efficacyofbalancetrainingwithvideogamebasedtherapyinsubacutestrokepatientsarandomizedcontrolledtrial
AT musiccomassimo efficacyofbalancetrainingwithvideogamebasedtherapyinsubacutestrokepatientsarandomizedcontrolledtrial
AT paoluccistefano efficacyofbalancetrainingwithvideogamebasedtherapyinsubacutestrokepatientsarandomizedcontrolledtrial
AT caltagironecarlo efficacyofbalancetrainingwithvideogamebasedtherapyinsubacutestrokepatientsarandomizedcontrolledtrial