Effects of Video-Game Based Therapy on Balance, Postural Control, Functionality, and Quality of Life of Patients with Subacute Stroke: A Randomized Controlled Trial
Joint Authors
Cano-de la Cuerda, Roberto
Collado-Vázquez, Susana
Cano-Mañas, María José
Rodríguez Hernández, Javier
Muñoz Villena, Antonio Jesús
Source
Journal of Healthcare Engineering
Issue
Vol. 2020, Issue 2020 (31 Dec. 2020), pp.1-11, 11 p.
Publisher
Hindawi Publishing Corporation
Publication Date
2020-02-13
Country of Publication
Egypt
No. of Pages
11
Main Subjects
Abstract EN
Purpose.
To determine the effects of a structured protocol using commercial video games on balance, postural control, functionality, quality of life, and level of motivation in patients with subacute stroke.
Methods.
A randomized controlled trial was conducted.
A control group (n = 25) received eight weeks of conventional rehabilitation consisting of five weekly sessions based on an approach for task-oriented motor training.
The experimental group (n = 23) received conventional rehabilitation + video-game based therapy for eight weeks with commercial video games using the Xbox 360° video games console and the Kinect® device with the same total treatment time for both groups.
The Modified Rankin Scale, Barthel Index, Tinetti scale, Functional Reach test, Get Up and Go test, Baropodometry, EuroQoL 5D (EQ-5D), satisfaction, adherence, and motivation were used as outcome measures.
Results.
In the between-group comparison, statistically significant differences were observed in the Modified Rankin scores (p<0.01), the Barthel Index (p=0.05), the Tinetti gait assessment (p=0.02), the Functional Reach test (p<0.01), the Get Up and Go test (p=0.05), the pain/discomfort dimension (p<0.01), and anxiety/depression dimension (p<0.01) of the EQ-5D and the VAS (visual analog scale) (p<0.01) on the perceived health status based on the EQ-5D questionnaire.
Regarding the scale of motivation, self-esteem, and adherence, statistically significant differences were achieved in motivation (p<0.01), self-esteem (p<0.01), and adherence (p<0.01) variables.
Conclusion.
A protocol of semi-immersive video-game based therapy, combined with conventional therapy, may be effective for improving balance, functionality, quality of life, and motivation in patients with subacute stroke.
This trial is registered with NCT03528395.
American Psychological Association (APA)
Cano-Mañas, María José& Collado-Vázquez, Susana& Rodríguez Hernández, Javier& Muñoz Villena, Antonio Jesús& Cano-de la Cuerda, Roberto. 2020. Effects of Video-Game Based Therapy on Balance, Postural Control, Functionality, and Quality of Life of Patients with Subacute Stroke: A Randomized Controlled Trial. Journal of Healthcare Engineering،Vol. 2020, no. 2020, pp.1-11.
https://search.emarefa.net/detail/BIM-1186273
Modern Language Association (MLA)
Cano-Mañas, María José…[et al.]. Effects of Video-Game Based Therapy on Balance, Postural Control, Functionality, and Quality of Life of Patients with Subacute Stroke: A Randomized Controlled Trial. Journal of Healthcare Engineering No. 2020 (2020), pp.1-11.
https://search.emarefa.net/detail/BIM-1186273
American Medical Association (AMA)
Cano-Mañas, María José& Collado-Vázquez, Susana& Rodríguez Hernández, Javier& Muñoz Villena, Antonio Jesús& Cano-de la Cuerda, Roberto. Effects of Video-Game Based Therapy on Balance, Postural Control, Functionality, and Quality of Life of Patients with Subacute Stroke: A Randomized Controlled Trial. Journal of Healthcare Engineering. 2020. Vol. 2020, no. 2020, pp.1-11.
https://search.emarefa.net/detail/BIM-1186273
Data Type
Journal Articles
Language
English
Notes
Includes bibliographical references
Record ID
BIM-1186273