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Rehabilitation through virtual reality: physical activity of patients admitted to the intensive care unit
OBJECTIVE: To evaluate the level of activity that Nintendo Wii(TM) can elicit in intensive care unit patients and its associated safety and patient satisfaction. METHODS: Experimental, single-center study performed at a tertiary care hospital. Patients ≥ 18 years old who were admitted to the intensi...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Associação de Medicina Intensiva Brasileira - AMIB
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7008986/ https://www.ncbi.nlm.nih.gov/pubmed/31967219 http://dx.doi.org/10.5935/0103-507X.20190078 |
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author | Gomes, Tamires Teixeira Schujmann, Debora Stripari Fu, Carolina |
author_facet | Gomes, Tamires Teixeira Schujmann, Debora Stripari Fu, Carolina |
author_sort | Gomes, Tamires Teixeira |
collection | PubMed |
description | OBJECTIVE: To evaluate the level of activity that Nintendo Wii(TM) can elicit in intensive care unit patients and its associated safety and patient satisfaction. METHODS: Experimental, single-center study performed at a tertiary care hospital. Patients ≥ 18 years old who were admitted to the intensive care unit, participated in videogames as part of their physical therapy sessions and did not have mobility restrictions were included. Th exclusion criteria were the inability to comprehend instructions and the inability to follow simple commands. We included n = 60 patients and performed 100 sessions. We used the Nintendo Wii(TM) gaming system in the sessions. An accelerometer measured the level of physical activity of patients while they played videogames. We evaluated the level of activity, the modified Borg scale scores, the adverse events and the responses to a questionnaire on satisfaction with the activity. RESULTS: One hundred physical therapy sessions were analyzed. When the patients played the videogame, they reached a light level of activity for 59% of the session duration and a moderate level of activity for 38% of the session duration. No adverse events occurred. A total of 86% of the patients reported that they would like to play the videogame in their future physical therapy sessions. CONCLUSION: Virtual rehabilitation elicited light to moderate levels of activity in intensive care unit patients. This therapy is a safe tool and is likely to be chosen by the patient during physical therapy. |
format | Online Article Text |
id | pubmed-7008986 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | Associação de Medicina Intensiva Brasileira - AMIB |
record_format | MEDLINE/PubMed |
spelling | pubmed-70089862020-02-13 Rehabilitation through virtual reality: physical activity of patients admitted to the intensive care unit Gomes, Tamires Teixeira Schujmann, Debora Stripari Fu, Carolina Rev Bras Ter Intensiva Original Articles OBJECTIVE: To evaluate the level of activity that Nintendo Wii(TM) can elicit in intensive care unit patients and its associated safety and patient satisfaction. METHODS: Experimental, single-center study performed at a tertiary care hospital. Patients ≥ 18 years old who were admitted to the intensive care unit, participated in videogames as part of their physical therapy sessions and did not have mobility restrictions were included. Th exclusion criteria were the inability to comprehend instructions and the inability to follow simple commands. We included n = 60 patients and performed 100 sessions. We used the Nintendo Wii(TM) gaming system in the sessions. An accelerometer measured the level of physical activity of patients while they played videogames. We evaluated the level of activity, the modified Borg scale scores, the adverse events and the responses to a questionnaire on satisfaction with the activity. RESULTS: One hundred physical therapy sessions were analyzed. When the patients played the videogame, they reached a light level of activity for 59% of the session duration and a moderate level of activity for 38% of the session duration. No adverse events occurred. A total of 86% of the patients reported that they would like to play the videogame in their future physical therapy sessions. CONCLUSION: Virtual rehabilitation elicited light to moderate levels of activity in intensive care unit patients. This therapy is a safe tool and is likely to be chosen by the patient during physical therapy. Associação de Medicina Intensiva Brasileira - AMIB 2019 /pmc/articles/PMC7008986/ /pubmed/31967219 http://dx.doi.org/10.5935/0103-507X.20190078 Text en http://creativecommons.org/licenses/by/4.0/ This is an Open Access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Original Articles Gomes, Tamires Teixeira Schujmann, Debora Stripari Fu, Carolina Rehabilitation through virtual reality: physical activity of patients admitted to the intensive care unit |
title | Rehabilitation through virtual reality: physical activity of patients admitted to the intensive care unit |
title_full | Rehabilitation through virtual reality: physical activity of patients admitted to the intensive care unit |
title_fullStr | Rehabilitation through virtual reality: physical activity of patients admitted to the intensive care unit |
title_full_unstemmed | Rehabilitation through virtual reality: physical activity of patients admitted to the intensive care unit |
title_short | Rehabilitation through virtual reality: physical activity of patients admitted to the intensive care unit |
title_sort | rehabilitation through virtual reality: physical activity of patients admitted to the intensive care unit |
topic | Original Articles |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7008986/ https://www.ncbi.nlm.nih.gov/pubmed/31967219 http://dx.doi.org/10.5935/0103-507X.20190078 |
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