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Effects of Balance Training Using a Virtual Reality Program in Hemiplegic Patients

Therapeutic goals for hemiplegic patients with neurological impairments are mainly focused on improving their independent lives. Based on the previously reported effectiveness of Wii Fit balance training, this study investigated the most influential outcomes after long-term intensive training (inclu...

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Autores principales: Kwon, Jung-Ah, Shin, Yoon-Kyum, Kim, Deok-Ju, Cho, Sung-Rae
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8910515/
https://www.ncbi.nlm.nih.gov/pubmed/35270497
http://dx.doi.org/10.3390/ijerph19052805
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author Kwon, Jung-Ah
Shin, Yoon-Kyum
Kim, Deok-Ju
Cho, Sung-Rae
author_facet Kwon, Jung-Ah
Shin, Yoon-Kyum
Kim, Deok-Ju
Cho, Sung-Rae
author_sort Kwon, Jung-Ah
collection PubMed
description Therapeutic goals for hemiplegic patients with neurological impairments are mainly focused on improving their independent lives. Based on the previously reported effectiveness of Wii Fit balance training, this study investigated the most influential outcomes after long-term intensive training (including balance and functional factors) on quality of life in hemiplegic patients. The intervention group (n = 21) received Nintendo Wii Fit balance training under supervision, and control group (n = 20) received conventional balance training by an occupational therapist. Two groups were matched based on age and onset duration. Both groups received a total of 15 treatments for 30 min per session, twice a week for 8 weeks. There were significant improvements not only in balance confidence and activities of daily living, but also in body composition, such as fat proportion and metabolic rate, in the intervention group compared to the control group (p < 0.05). In particular, balance confidence significantly affected EuroQoL Visual Analogue Scale according to stepwise multiple regression analyses in this study. These results demonstrated that Wii Fit balance training using virtual reality improved the quality of life of hemiplegic patients while overcoming the asymmetrical weight distribution of the affected side via the self-modulating biofeedback exercises.
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spelling pubmed-89105152022-03-11 Effects of Balance Training Using a Virtual Reality Program in Hemiplegic Patients Kwon, Jung-Ah Shin, Yoon-Kyum Kim, Deok-Ju Cho, Sung-Rae Int J Environ Res Public Health Article Therapeutic goals for hemiplegic patients with neurological impairments are mainly focused on improving their independent lives. Based on the previously reported effectiveness of Wii Fit balance training, this study investigated the most influential outcomes after long-term intensive training (including balance and functional factors) on quality of life in hemiplegic patients. The intervention group (n = 21) received Nintendo Wii Fit balance training under supervision, and control group (n = 20) received conventional balance training by an occupational therapist. Two groups were matched based on age and onset duration. Both groups received a total of 15 treatments for 30 min per session, twice a week for 8 weeks. There were significant improvements not only in balance confidence and activities of daily living, but also in body composition, such as fat proportion and metabolic rate, in the intervention group compared to the control group (p < 0.05). In particular, balance confidence significantly affected EuroQoL Visual Analogue Scale according to stepwise multiple regression analyses in this study. These results demonstrated that Wii Fit balance training using virtual reality improved the quality of life of hemiplegic patients while overcoming the asymmetrical weight distribution of the affected side via the self-modulating biofeedback exercises. MDPI 2022-02-28 /pmc/articles/PMC8910515/ /pubmed/35270497 http://dx.doi.org/10.3390/ijerph19052805 Text en © 2022 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Kwon, Jung-Ah
Shin, Yoon-Kyum
Kim, Deok-Ju
Cho, Sung-Rae
Effects of Balance Training Using a Virtual Reality Program in Hemiplegic Patients
title Effects of Balance Training Using a Virtual Reality Program in Hemiplegic Patients
title_full Effects of Balance Training Using a Virtual Reality Program in Hemiplegic Patients
title_fullStr Effects of Balance Training Using a Virtual Reality Program in Hemiplegic Patients
title_full_unstemmed Effects of Balance Training Using a Virtual Reality Program in Hemiplegic Patients
title_short Effects of Balance Training Using a Virtual Reality Program in Hemiplegic Patients
title_sort effects of balance training using a virtual reality program in hemiplegic patients
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8910515/
https://www.ncbi.nlm.nih.gov/pubmed/35270497
http://dx.doi.org/10.3390/ijerph19052805
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