CONCLUSIONS : This review provided evidence that walking training associated with virtual reality-based training was effective in increasing walking speed after stroke , and result ed in better results than non-virtual reality interventions
OBJECTIVE : To systematic ally review the available evidence on the efficacy of walking training associated with virtual reality-based training in patients with stroke .
The specific questions were : Is walking training associated with virtual reality-based training effective in increasing walking speed after stroke ?
Is this type of intervention more effective in increasing walking speed , than non-virtual reality-based walking interventions ?
Effectiveness of Virtual Reality Using Wii Gaming Technology in Stroke Rehabilitation: A Pilot Randomized Clinical Trial and Proof of Principle
Background and Purpose — Hemiparesis result ing in functional limitation of an upper extremity is common among stroke survivors . Although existing evidence suggests that increasing intensity of stroke rehabilitation therapy results in better motor recovery , limited evidence is available on the efficacy of virtual reality for stroke rehabilitation . Methods — In this pilot , r and omized , single-blinded clinical trial with 2 parallel groups involving stroke patients within 2 months , we compared the feasibility , safety , and efficacy of virtual reality using the Nintendo Wii gaming system ( VRWii ) versus recreational therapy ( playing cards , bingo , or “ Jenga ” ) among those receiving st and ard rehabilitation to evaluate arm motor improvement . The primary feasibility outcome was the total time receiving the intervention . The primary safety outcome was the proportion of patients experiencing intervention-related adverse events during the study period . Efficacy , a secondary outcome measure , was evaluated with the Wolf Motor Function Test , Box and Block Test , and Stroke Impact Scale at 4 weeks after intervention . Results — Overall , 22 of 110 ( 20 % ) of screened patients were r and omized . The mean age ( range ) was 61.3 ( 41 to 83 ) years . Two participants dropped out after a training session . The interventions were successfully delivered in 9 of 10 participants in the VRWii and 8 of 10 in the recreational therapy arm . The mean total session time was 388 minutes in the recreational therapy group compared with 364 minutes in the VRWii group ( P=0.75 ) . There were no serious adverse events in any group . Relative to the recreational therapy group , participants in the VRWii arm had a significant improvement in mean motor function of 7 seconds ( Wolf Motor Function Test , 7.4 seconds ; 95 % CI , −14.5 , −0.2 ) after adjustment for age , baseline functional status ( Wolf Motor Function Test ) , and stroke severity . Conclusions — VRWii gaming technology represents a safe , feasible , and potentially effective alternative to facilitate rehabilitation therapy and promote motor recovery after stroke
CONCLUSIONS : This review provided evidence that walking training associated with virtual reality-based training was effective in increasing walking speed after stroke , and result ed in better results than non-virtual reality interventions
OBJECTIVE : To systematic ally review the available evidence on the efficacy of walking training associated with virtual reality-based training in patients with stroke .
The specific questions were : Is walking training associated with virtual reality-based training effective in increasing walking speed after stroke ?
Is this type of intervention more effective in increasing walking speed , than non-virtual reality-based walking interventions ?