Cognitive training on stroke patients via virtual reality-based serious games

Disabil Rehabil. 2017 Feb;39(4):385-388. doi: 10.3109/09638288.2014.934925. Epub 2015 Mar 5.

Abstract

Purpose: Use of virtual reality environments in cognitive rehabilitation offers cost benefits and other advantages. In order to test the effectiveness of a virtual reality application for neuropsychological rehabilitation, a cognitive training program using virtual reality was applied to stroke patients.

Methods: A virtual reality-based serious games application for cognitive training was developed, with attention and memory tasks consisting of daily life activities. Twenty stroke patients were randomly assigned to two conditions: exposure to the intervention, and waiting list control.

Results: The results showed significant improvements in attention and memory functions in the intervention group, but not in the controls.

Conclusions: Overall findings provide further support for the use of VR cognitive training applications in neuropsychological rehabilitation. Implications for Rehabilitation Improvements in memory and attention functions following a virtual reality-based serious games intervention. Training of daily-life activities using a virtual reality application. Accessibility to training contents.

Keywords: Cognitive training; neuropsychological rehabilitation; stroke; virtual reality.

MeSH terms

  • Activities of Daily Living
  • Cognition Disorders / rehabilitation*
  • Female
  • Humans
  • Male
  • Middle Aged
  • Portugal
  • Stroke Rehabilitation / methods*
  • Treatment Outcome
  • Video Games*
  • Virtual Reality*