Cargando…
Effect of virtual reality games on stroke patients’ balance, gait, depression, and interpersonal relationships
[Purpose] The purpose of the study was to determine the effects of training using virtual reality games on balance and gait ability, as well as the psychological characteristics of stroke patients, such as depression and interpersonal relationships, by comparing them with the effects of ergometer tr...
Autores principales: | , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
The Society of Physical Therapy Science
2015
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4540816/ https://www.ncbi.nlm.nih.gov/pubmed/26311925 http://dx.doi.org/10.1589/jpts.27.2057 |
_version_ | 1782386290624299008 |
---|---|
author | Song, Gui bin Park, Eun cho |
author_facet | Song, Gui bin Park, Eun cho |
author_sort | Song, Gui bin |
collection | PubMed |
description | [Purpose] The purpose of the study was to determine the effects of training using virtual reality games on balance and gait ability, as well as the psychological characteristics of stroke patients, such as depression and interpersonal relationships, by comparing them with the effects of ergometer training. [Subjects] Forty stroke patients were randomly divided into a virtual reality group (VRG, N = 20) and an ergometer training group (ETG, N = 20). [Methods] VRG performed training using the Xbox Kinect. ETG performed training using an ergometer bicycle. Both groups received training 30 min per day, five times per week, for eight weeks. [Results] Both the VRG and ETG subjects exhibited a significant difference in weight distribution ratio on the paralyzed side and balance ability. Both the VRG and ETG patients showed significant improvement in psychological measures BDI and RCS, after the intervention, and the VRG sowed a more significant increase in BDI than the ETG. [Conclusion] According to the result of this study, virtual reality training and ergometer training were both effective at improving balance, gait abilities, depression, and interpersonal relationships among stroke patients. |
format | Online Article Text |
id | pubmed-4540816 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2015 |
publisher | The Society of Physical Therapy Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-45408162015-08-26 Effect of virtual reality games on stroke patients’ balance, gait, depression, and interpersonal relationships Song, Gui bin Park, Eun cho J Phys Ther Sci Original Article [Purpose] The purpose of the study was to determine the effects of training using virtual reality games on balance and gait ability, as well as the psychological characteristics of stroke patients, such as depression and interpersonal relationships, by comparing them with the effects of ergometer training. [Subjects] Forty stroke patients were randomly divided into a virtual reality group (VRG, N = 20) and an ergometer training group (ETG, N = 20). [Methods] VRG performed training using the Xbox Kinect. ETG performed training using an ergometer bicycle. Both groups received training 30 min per day, five times per week, for eight weeks. [Results] Both the VRG and ETG subjects exhibited a significant difference in weight distribution ratio on the paralyzed side and balance ability. Both the VRG and ETG patients showed significant improvement in psychological measures BDI and RCS, after the intervention, and the VRG sowed a more significant increase in BDI than the ETG. [Conclusion] According to the result of this study, virtual reality training and ergometer training were both effective at improving balance, gait abilities, depression, and interpersonal relationships among stroke patients. The Society of Physical Therapy Science 2015-07-22 2015-07 /pmc/articles/PMC4540816/ /pubmed/26311925 http://dx.doi.org/10.1589/jpts.27.2057 Text en 2015©by the Society of Physical Therapy Science. Published by IPEC Inc. http://creativecommons.org/licenses/by-nc-nd/3.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution Non-Commercial No Derivatives (by-nc-nd) License. |
spellingShingle | Original Article Song, Gui bin Park, Eun cho Effect of virtual reality games on stroke patients’ balance, gait, depression, and interpersonal relationships |
title | Effect of virtual reality games on stroke patients’ balance, gait,
depression, and interpersonal relationships |
title_full | Effect of virtual reality games on stroke patients’ balance, gait,
depression, and interpersonal relationships |
title_fullStr | Effect of virtual reality games on stroke patients’ balance, gait,
depression, and interpersonal relationships |
title_full_unstemmed | Effect of virtual reality games on stroke patients’ balance, gait,
depression, and interpersonal relationships |
title_short | Effect of virtual reality games on stroke patients’ balance, gait,
depression, and interpersonal relationships |
title_sort | effect of virtual reality games on stroke patients’ balance, gait,
depression, and interpersonal relationships |
topic | Original Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4540816/ https://www.ncbi.nlm.nih.gov/pubmed/26311925 http://dx.doi.org/10.1589/jpts.27.2057 |
work_keys_str_mv | AT songguibin effectofvirtualrealitygamesonstrokepatientsbalancegaitdepressionandinterpersonalrelationships AT parkeuncho effectofvirtualrealitygamesonstrokepatientsbalancegaitdepressionandinterpersonalrelationships |