Virtual rehabilitation in an activity centre for community-dwelling persons with stroke - The possibilities of 3-dimensional computer games

Virtual rehabilitation in an activity centre for community-dwelling persons with stroke - The possibilities of 3-dimensional computer games
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DOI:
10.1159/000149576
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发表时间:
2008-01-01
影响因子:
2.9
通讯作者:
Sunnerhagen, Katharina S.
Sunnerhagen, Katharina S.
中科院分区:
医学3区
文献类型:
--
作者:
Broeren, Jurgen;Claesson, Lisbeth;Sunnerhagen, Katharina S.

文献摘要

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背景资料:本研究的主要目的是放置一个虚拟现实(VR)系统,旨在评估和促进运动性能在受影响的上肢中风后,在非医院环境中。我们还想调查玩电脑游戏是否会改善中风患者的运动功能。研究方法:该干预涉及11名中风后患者,他们在4周内每周3次接受电脑训练进行额外康复。对照组包括11名中风后患者,他们在此期间继续之前的康复(没有额外的计算机训练)。所有患者的平均年龄为68岁(范围= 47-85),卒中后平均时间为66个月(范围= 15-140)。VR训练包括具有挑战性的游戏,这些游戏提供了一系列的难度级别,让练习变得有趣和激励。另外一组11名右手年龄匹配的没有神经或精神疾病史的人作为参考对象。结果:所有的参与者报告说,他们是新的电脑游戏玩家。经过初步介绍,他们很快学会了使用VR系统。治疗组表现出训练上肢运动结果的改善,但在现实生活中没有检测到。结论:本研究的结果表明,电脑游戏在训练运动表现的有用性。VR不仅可以被年轻的参与者使用,也可以被老年人使用,以提高他们中风后的运动表现。版权所有(C)2008 S. Karger AG,巴塞尔。
Background: The main purpose of this study was to place a virtual reality (VR) system, designed to assess and to promote motor performance in the affected upper extremity in subjects after stroke, in a nonhospital environment. We also wanted to investigate if playing computer games resulted in improved motor function in persons with prior stroke. Methods: The intervention involved 11 patients after stroke who received extra rehabilitation by training on a computer 3 times a week during a 4-week period. The control group involved 11 patients after stroke who continued their previous rehabilitation (no extra computer training) during this period. The mean age of all was 68 years (range = 47-85) and the average time after stroke 66 months (range = 15-140). The VR training consisted of challenging games, which provided a range of difficulty levels that allow practice to be fun and motivating. An additional group of 11 right-handed aged matched individuals without history of neurological or psychiatric illnesses served as reference subjects. Results: All the participants reported that they were novel computer game players. After an initial introduction they learned to use the VR system quickly. The treatment group demonstrated improvements in motor outcome for the trained upper extremity, but this was not detected in real-life activities. Conclusions: The results of this research suggest the usefulness of computer games in training motor performance. VR can be used beneficially not only by younger participants but also by older persons to enhance their motor performance after stroke. Copyright (C) 2008 S. Karger AG, Basel.