[Commercial video games in the rehabilitation of patients with sub-acute stroke: a pilot study]

Rev Neurol. 2017 Oct 16;65(8):337-347.
[Article in Spanish]

Abstract

Introduction: Stroke generates dependence on the patients due to the various impairments associated. The use of low-cost technologies for neurological rehabilitation may be beneficial for the treatment of these patients.

Aim: To determine whether combined treatment using a semi-immersive virtual reality protocol to an interdisciplinary rehabilitation approach, improve balance and postural control, functional independence, quality of life, motivation, self-esteem and adherence to intervention in stroke patients in subacute stage.

Patients and methods: A longitudinal prospective study with pre and post-intervention evaluation was carried out. Fourteen were recruited at La Fuenfria Hospital (Spain) and completed the intervention. Experimental intervention was performed during eight weeks in combination with conventional treatment of physiotherapy and occupational therapy. Each session was increased in time and intensity, using commercial video games linked to Xbox 360° videoconsole and Kinect sensor.

Results: There were statistical significant improvements in modified Rankin scale (p = 0.04), baropodometry (load distribution, p = 0.03; support surface, p = 0.01), Barthel Index (p = 0.01), EQ-5D Questionnaire (p = 0.01), motivation (p = 0.02), self-esteem (p = 0.01) and adherence to the intervention (p = 0.02).

Conclusions: An interdisciplinary rehabilitation approach supplemented with semi-immersive virtual reality seems to be useful for improving balance and postural control, functional independence in basic activities of daily living, quality of life, as well as motivation and self-esteem, with excellent adherence. This intervention modality could be adopted as a therapeutic tool in neurological rehabilitation of stroke patients in subacute stage.

Title: Videojuegos comerciales en la rehabilitacion de pacientes con ictus subagudo: estudio piloto.

Introduccion. El ictus genera dependencia por los numerosos deficits asociados. El uso de tecnologias de bajo coste para la rehabilitacion neurologica podria ser beneficioso para el tratamiento de estos pacientes. Objetivo. Determinar si el tratamiento combinado mediante un protocolo con realidad virtual semiinmersiva, junto con un abordaje rehabilitador interdisciplinar, mejora el equilibrio y el control postural, la independencia funcional, la calidad de vida, la motivacion, la autoestima y la adhesion a la intervencion en pacientes que han sufrido un ictus en fase subaguda. Pacientes y metodos. Estudio piloto prospectivo longitudinal con valoracion pre y postintervencion. Se seleccionaron 14 participantes ingresados en el Hospital La Fuenfria. La intervencion experimental se realizo durante ocho semanas en combinacion con el tratamiento convencional de fisioterapia y terapia ocupacional. Cada sesion fue incrementandose en tiempo-intensidad y requerimientos motores mediante videojuegos comerciales vinculados a la videoconsola Xbox 360° y el dispositivo Kinect. Resultados. Se obtuvieron mejorias estadisticamente significativas en la escala de Rankin modificada (p = 0,04), baropodometria (distribucion de carga, p = 0,03; superficie de apoyo, p = 0,01), indice de Barthel (p = 0,01), cuestionario EuroQoL 5D (p = 0,01), motivacion (p = 0,02), autoestima (p = 0,01) y adhesion a la intervencion (p = 0,02). Conclusiones. El abordaje rehabilitador complementado con realidad virtual semiinmersiva parece ser util para mejorar el equilibrio y el control postural, la independencia funcional en las actividades basicas de la vida diaria, la calidad de vida, asi como la motivacion y la autoestima, con excelente adhesion a las intervenciones, por lo que podria constituir una herramienta terapeutica coadyuvante en la rehabilitacion neurologica del ictus en fase subaguda.

MeSH terms

  • Aged
  • Aged, 80 and over
  • Clinical Protocols
  • Combined Modality Therapy
  • Commerce
  • Diagnostic Self Evaluation
  • Female
  • Humans
  • Longitudinal Studies
  • Male
  • Middle Aged
  • Pilot Projects
  • Prospective Studies
  • Stroke Rehabilitation / methods*
  • Video Games*