Cargando…
The effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study
BACKGROUND: Patients with traumatic brain injury often have balance and attentive disorders. Video game therapy (VGT) has been proposed as a new intervention to improve mobility and attention through a reward-learning approach. In this pilot randomized, controlled trial, we tested the effects of VGT...
Autores principales: | , , , , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BioMed Central
2017
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5424286/ https://www.ncbi.nlm.nih.gov/pubmed/28490322 http://dx.doi.org/10.1186/s12883-017-0871-9 |
_version_ | 1783235099067678720 |
---|---|
author | Straudi, Sofia Severini, Giacomo Sabbagh Charabati, Amira Pavarelli, Claudia Gamberini, Giulia Scotti, Anna Basaglia, Nino |
author_facet | Straudi, Sofia Severini, Giacomo Sabbagh Charabati, Amira Pavarelli, Claudia Gamberini, Giulia Scotti, Anna Basaglia, Nino |
author_sort | Straudi, Sofia |
collection | PubMed |
description | BACKGROUND: Patients with traumatic brain injury often have balance and attentive disorders. Video game therapy (VGT) has been proposed as a new intervention to improve mobility and attention through a reward-learning approach. In this pilot randomized, controlled trial, we tested the effects of VGT, compared with a balance platform therapy (BPT), on balance, mobility and selective attention in chronic traumatic brain injury patients. METHODS: We enrolled chronic traumatic brain injury patients (n = 21) that randomly received VGT or BPT for 3 sessions per week for 6 weeks. The clinical outcome measures included: i) the Community Balance & Mobility Scale (CB&M); ii) the Unified Balance Scale (UBS); iii) the Timed Up and Go test (TUG); iv) static balance and v) selective visual attention evaluation (Go/Nogo task). RESULTS: Both groups improved in CB&M scores, but only the VGT group increased on the UBS and TUG with a between-group significance (p < 0.05). Selective attention improved significantly in the VGT group (p < 0.01). CONCLUSIONS: Video game therapy is an option for the management of chronic traumatic brain injury patients to ameliorate balance and attention deficits. TRIAL REGISTRATION: NCT01883830, April 5 2013. |
format | Online Article Text |
id | pubmed-5424286 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2017 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-54242862017-05-10 The effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study Straudi, Sofia Severini, Giacomo Sabbagh Charabati, Amira Pavarelli, Claudia Gamberini, Giulia Scotti, Anna Basaglia, Nino BMC Neurol Research Article BACKGROUND: Patients with traumatic brain injury often have balance and attentive disorders. Video game therapy (VGT) has been proposed as a new intervention to improve mobility and attention through a reward-learning approach. In this pilot randomized, controlled trial, we tested the effects of VGT, compared with a balance platform therapy (BPT), on balance, mobility and selective attention in chronic traumatic brain injury patients. METHODS: We enrolled chronic traumatic brain injury patients (n = 21) that randomly received VGT or BPT for 3 sessions per week for 6 weeks. The clinical outcome measures included: i) the Community Balance & Mobility Scale (CB&M); ii) the Unified Balance Scale (UBS); iii) the Timed Up and Go test (TUG); iv) static balance and v) selective visual attention evaluation (Go/Nogo task). RESULTS: Both groups improved in CB&M scores, but only the VGT group increased on the UBS and TUG with a between-group significance (p < 0.05). Selective attention improved significantly in the VGT group (p < 0.01). CONCLUSIONS: Video game therapy is an option for the management of chronic traumatic brain injury patients to ameliorate balance and attention deficits. TRIAL REGISTRATION: NCT01883830, April 5 2013. BioMed Central 2017-05-10 /pmc/articles/PMC5424286/ /pubmed/28490322 http://dx.doi.org/10.1186/s12883-017-0871-9 Text en © The Author(s). 2017 Open AccessThis article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated. |
spellingShingle | Research Article Straudi, Sofia Severini, Giacomo Sabbagh Charabati, Amira Pavarelli, Claudia Gamberini, Giulia Scotti, Anna Basaglia, Nino The effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study |
title | The effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study |
title_full | The effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study |
title_fullStr | The effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study |
title_full_unstemmed | The effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study |
title_short | The effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study |
title_sort | effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5424286/ https://www.ncbi.nlm.nih.gov/pubmed/28490322 http://dx.doi.org/10.1186/s12883-017-0871-9 |
work_keys_str_mv | AT straudisofia theeffectsofvideogametherapyonbalanceandattentioninchronicambulatorytraumaticbraininjuryanexploratorystudy AT severinigiacomo theeffectsofvideogametherapyonbalanceandattentioninchronicambulatorytraumaticbraininjuryanexploratorystudy AT sabbaghcharabatiamira theeffectsofvideogametherapyonbalanceandattentioninchronicambulatorytraumaticbraininjuryanexploratorystudy AT pavarelliclaudia theeffectsofvideogametherapyonbalanceandattentioninchronicambulatorytraumaticbraininjuryanexploratorystudy AT gamberinigiulia theeffectsofvideogametherapyonbalanceandattentioninchronicambulatorytraumaticbraininjuryanexploratorystudy AT scottianna theeffectsofvideogametherapyonbalanceandattentioninchronicambulatorytraumaticbraininjuryanexploratorystudy AT basaglianino theeffectsofvideogametherapyonbalanceandattentioninchronicambulatorytraumaticbraininjuryanexploratorystudy AT straudisofia effectsofvideogametherapyonbalanceandattentioninchronicambulatorytraumaticbraininjuryanexploratorystudy AT severinigiacomo effectsofvideogametherapyonbalanceandattentioninchronicambulatorytraumaticbraininjuryanexploratorystudy AT sabbaghcharabatiamira effectsofvideogametherapyonbalanceandattentioninchronicambulatorytraumaticbraininjuryanexploratorystudy AT pavarelliclaudia effectsofvideogametherapyonbalanceandattentioninchronicambulatorytraumaticbraininjuryanexploratorystudy AT gamberinigiulia effectsofvideogametherapyonbalanceandattentioninchronicambulatorytraumaticbraininjuryanexploratorystudy AT scottianna effectsofvideogametherapyonbalanceandattentioninchronicambulatorytraumaticbraininjuryanexploratorystudy AT basaglianino effectsofvideogametherapyonbalanceandattentioninchronicambulatorytraumaticbraininjuryanexploratorystudy |