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...

Descripción completa

Detalles Bibliográficos
Autores principales: Song, Gui bin, Park, Eun cho
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