Effectiveness of Nintendo Wii and Physical Therapy in Functionality, Balance, and Daily Activities in Chronic Stroke Patients

Effectiveness of Nintendo Wii and Physical Therapy in Functionality, Balance, and Daily Activities in Chronic Stroke Patients
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DOI:
10.1016/j.jamda.2021.01.076
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发表时间:
2021-05-03
影响因子:
7.6
通讯作者:
Victoria Espi-Lopez, Gemma
Victoria Espi-Lopez, Gemma
中科院分区:
医学1区
文献类型:
--
作者:
Marques-Sule, Elena;Arnal-Gomez, Anna;Victoria Espi-Lopez, Gemma

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目的:本研究的目的是评估是否虚拟康复计划使用任天堂Wii添加到传统的物理治疗改善功能,平衡,和日常活动的慢性中风幸存者,与传统的物理therapy.Design相比:我们进行了一项随机对照临床试验。这项研究的参与者被随机分为两组:(1)常规物理治疗(CPTG),包括与功能、平衡和日常生活活动相关的锻炼;(2)任天堂Wii虚拟现实(VRWiiG),包括在常规物理治疗基础上使用Wii平衡板进行平衡训练和使用Wii运动包进行上肢锻炼。本研究在一所大学的复健诊所进行,共收治29名中风幸存者。在基线和研究结束时进行评估,包括功能性[计时起身和行走(TUG)]、平衡性[Tinetti性能导向移动性评估(POMA)]、贝格平衡量表(BBS)和日常生活活动[Fugl-Meyer上肢运动评估、Barthel指数、弗伦谢活动指数(FAI)]。对于TUG、POMA和BBS,方差分析显示时间和组 * 时间交互作用存在显著差异。事后分析显示组间差异(分别为P = 0.044,d = -0.78; P = 0.012,d = 1.00; P = 0.042,d = 0.79)和组内差异仅在VRWiiG中(P <0.001,d = 0.75; P <0.001,d = -0.76; P <0.001,d =-0.57)。关于日常生活活动,事后分析显示组内差异仅在VRWiiG.Conclusions和影响:我们的研究表明,在功能,平衡和日常生活活动时,增加虚拟现实与任天堂Wii的传统物理治疗慢性中风幸存者的可喜成果。所有程序均由瓦伦西亚大学人类研究伦理委员会批准(H1518177391901)。ClinicalTrials.gov数据库(NLM标识符NCT 04144556)。(C)2021年由Elsevier Inc.出版代表AMDA -急性后和长期护理医学协会。
Objectives: The aim of this study was to assess whether a virtual rehabilitation program using Nintendo Wii added to conventional physical therapy improved functionality, balance, and daily activities in chronic stroke survivors, when compared with conventional physical therapy.Design: We undertook a randomized controlled clinical trial. The participants of this study were randomized to 2 groups: (1) conventional physical therapy (CPTG), which included exercises related to functionality, balance, and activities of daily living; and (2) virtual reality with Nintendo Wii (VRWiiG), which included balance training with the Wii Balance Board and upper limb exercises with the Wii Sports package, added to conventional physical therapy.Setting and Participants: This study was conducted in a university rehabilitation clinic and 29 stroke survivors were admitted.Methods: Both interventions lasted 4 weeks, 2 sessions per week. Assessments were performed at baseline and at the end of the study, including functionality [Timed up and go (TUG)], balance [Tinetti Performance-Oriented Mobility Assessment (POMA)], Berg Balance Scale (BBS), and activities of daily living [Fugl-Meyer Upper Limb Motor Assessment, Barthel Index, Frenchay Activity Index (FAI)].Results: Regarding TUG, POMA, and BBS, the analysis of variance showed significant differences for time and group*time interaction. Post hoc analysis showed between-group differences (P = .044, d = -0.78; P = .012, d = 1.00; P = .042, d = 0.79, respectively) and within-group differences only in the VRWiiG (P < .001, d = 0.75; P < .001, d = -0.76; P < .001, d = -0.57, respectively). Regarding activities of daily living, post hoc analysis showed within-group differences only in VRWiiG.Conclusions and Implications: Our study showed promising results in functionality, balance, and activities of daily living when adding virtual reality with Nintendo Wii to conventional physical therapy in chronic stroke survivors. All procedures were approved by the Human Research Ethics Committee of the University of Valencia (H1518177391901). ClinicalTrials.gov database (NLM identifier NCT04144556). (C) 2021 Published by Elsevier Inc. on behalf of AMDA - The Society for Post-Acute and Long-Term Care Medicine.