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Active video-gaming effects on balance and mobility in individuals with chronic stroke: a randomized controlled trial.
Fritz, Stacy L; Peters, Denise M; Merlo, Angela M; Donley, Jonathan.
Afiliação
  • Fritz SL; Physical Therapy Program, Department of Exercise Science, University of South Carolina, Columbia.
Top Stroke Rehabil ; 20(3): 218-25, 2013.
Article em En | MEDLINE | ID: mdl-23841969
ABSTRACT

BACKGROUND:

Treatments that provide feedback, increase practice with multiple repetitions, and motivate patients are essential to rehabilitation post stroke.

OBJECTIVE:

To determine whether playing active video games results in improved balance and mobility post stroke.

METHODS:

Thirty participants with chronic (time since stroke = 3.0 [2.9] years) hemiparesis post stroke were randomly assigned to a gaming group or normal activity control group. Gaming systems provided participants with an interactive interface of real-time movement of either themselves or an avatar on the screen. Participants played games 50-60 minutes/day, 4 days/week, for 5 weeks. The intervention was strictly game-play, in standing position, without physical therapy. The control group received no special intervention and continued with normal activity. Both groups were tested prior to, following the 5 weeks (post test), and 3 months following the completion of the study. Outcome measures included the Fugl-Meyer Assessment, Berg Balance Scale, Dynamic Gait Index, Timed Up & Go, 6-minute walk test, 3-meter walk (self-selected and fast), and perception of recovery.

RESULTS:

No statistically significant differences between or within groups were found through analysis of covariance (covaried for side of hemiparesis) at post test or follow-up. Although the within-group effect sizes were primarily indexed as "small" (< .36), the gaming group exhibited higher within-group effect sizes before and after testing than did the control group on all 7 dependent variables analyzed.

CONCLUSIONS:

Even though the only intervention was game-play, there were small positive effects. Therapist assistance in making more optimum movement choices may be needed before significant improvements are seen with commercially available, general purpose games.
Assuntos

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Interface Usuário-Computador / Jogos de Vídeo / Acidente Vascular Cerebral / Equilíbrio Postural / Reabilitação do Acidente Vascular Cerebral / Atividade Motora Tipo de estudo: Clinical_trials / Etiology_studies / Incidence_studies / Observational_studies / Risk_factors_studies Limite: Aged / Female / Humans / Male / Middle aged Idioma: En Ano de publicação: 2013 Tipo de documento: Article

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Interface Usuário-Computador / Jogos de Vídeo / Acidente Vascular Cerebral / Equilíbrio Postural / Reabilitação do Acidente Vascular Cerebral / Atividade Motora Tipo de estudo: Clinical_trials / Etiology_studies / Incidence_studies / Observational_studies / Risk_factors_studies Limite: Aged / Female / Humans / Male / Middle aged Idioma: En Ano de publicação: 2013 Tipo de documento: Article