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Effects of a virtual reality video game exercise program on upper extremity function and daily living activities in stroke patients
[Purpose] This study examined the effects of training using virtual reality games on stroke patients’ functional recovery. [Paticipants and Methods] Twenty-four hemiplegia patients whose disease duration was longer than six months participated in this study. The participants were divided at random i...
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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The Society of Physical Therapy Science
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6279702/ https://www.ncbi.nlm.nih.gov/pubmed/30568325 http://dx.doi.org/10.1589/jpts.30.1408 |
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author | Kim, Ju-Hong |
author_facet | Kim, Ju-Hong |
author_sort | Kim, Ju-Hong |
collection | PubMed |
description | [Purpose] This study examined the effects of training using virtual reality games on stroke patients’ functional recovery. [Paticipants and Methods] Twenty-four hemiplegia patients whose disease duration was longer than six months participated in this study. The participants were divided at random into a control group (n=12), which received traditional rehabilitation therapy, and an experimental group (n=12), which received both traditional rehabilitation therapy and training using virtual reality games. The program lasted for a total of 12 weeks. To examine the participants’ functional recovery, their upper limb function was measured using the Fugl-Meyer Assessment and Manual Function Test before and after they completed the training and their daily living activities were measured using the Stroke Impact Scale before and after they completed the training. [Results] The experimental group participants’ daily living activities improved after training. In addition, the experimental group scored significantly higher on all the tests than the control group, but upper extremity function between the groups was not significantly different. [Conclusion] Stroke patients who completed the additional training using virtual reality games showed significantly greater improvement in their daily living activities than those who only received traditional rehabilitation therapy. |
format | Online Article Text |
id | pubmed-6279702 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | The Society of Physical Therapy Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-62797022018-12-19 Effects of a virtual reality video game exercise program on upper extremity function and daily living activities in stroke patients Kim, Ju-Hong J Phys Ther Sci Original Article [Purpose] This study examined the effects of training using virtual reality games on stroke patients’ functional recovery. [Paticipants and Methods] Twenty-four hemiplegia patients whose disease duration was longer than six months participated in this study. The participants were divided at random into a control group (n=12), which received traditional rehabilitation therapy, and an experimental group (n=12), which received both traditional rehabilitation therapy and training using virtual reality games. The program lasted for a total of 12 weeks. To examine the participants’ functional recovery, their upper limb function was measured using the Fugl-Meyer Assessment and Manual Function Test before and after they completed the training and their daily living activities were measured using the Stroke Impact Scale before and after they completed the training. [Results] The experimental group participants’ daily living activities improved after training. In addition, the experimental group scored significantly higher on all the tests than the control group, but upper extremity function between the groups was not significantly different. [Conclusion] Stroke patients who completed the additional training using virtual reality games showed significantly greater improvement in their daily living activities than those who only received traditional rehabilitation therapy. The Society of Physical Therapy Science 2018-11-21 2018-12 /pmc/articles/PMC6279702/ /pubmed/30568325 http://dx.doi.org/10.1589/jpts.30.1408 Text en 2018©by the Society of Physical Therapy Science. Published by IPEC Inc. This is an open-access article distributed under the terms of the Creative Commons Attribution Non-Commercial No Derivatives (by-nc-nd) License. (CC-BY-NC-ND 4.0: https://creativecommons.org/licenses/by-nc-nd/4.0/) |
spellingShingle | Original Article Kim, Ju-Hong Effects of a virtual reality video game exercise program on upper extremity function and daily living activities in stroke patients |
title | Effects of a virtual reality video game exercise program on upper extremity
function and daily living activities in stroke patients |
title_full | Effects of a virtual reality video game exercise program on upper extremity
function and daily living activities in stroke patients |
title_fullStr | Effects of a virtual reality video game exercise program on upper extremity
function and daily living activities in stroke patients |
title_full_unstemmed | Effects of a virtual reality video game exercise program on upper extremity
function and daily living activities in stroke patients |
title_short | Effects of a virtual reality video game exercise program on upper extremity
function and daily living activities in stroke patients |
title_sort | effects of a virtual reality video game exercise program on upper extremity
function and daily living activities in stroke patients |
topic | Original Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6279702/ https://www.ncbi.nlm.nih.gov/pubmed/30568325 http://dx.doi.org/10.1589/jpts.30.1408 |
work_keys_str_mv | AT kimjuhong effectsofavirtualrealityvideogameexerciseprogramonupperextremityfunctionanddailylivingactivitiesinstrokepatients |