Nintendo Wii® and Physical Therapy in Stroke Patients (NW-SP)
Condition: Stroke
MeSH terms: Stroke
Study type: Interventional

Summary: 
      Brief Summary: In the present study a program which combines virtual rehabilitation through
      Nintendo Wii and conventional physical therapy is applied in stroke patients, evaluating
      functional capability (TUG), gait and balance (POMA and BBS), motor impairment (FMA), daily
      living activities (Barthel) and complex activities (FAI).

      The hypothesis is that a virtual rehabilitation, through the use of Nintendo Wii®, could be
      used to improve functionality, gait, balance and living activities of people with chronic
      physical disabilities in addition to a conventional physical intervention program.

      Methods: randomized and controlled clinical study of functional and motor parameters of
      stroke patients. The subjects will be divided into 2 groups: 1) Nintendo Wii and conventional
      physical therapy 2) control group which will have conventional physical therapy applied.
      There will be 2 treatment sessions during 4 weeks, with evaluations before the study and
      after 4 weeks, which include: functional capability (Timed up and go test), gait and balance
      performance (Tinetti performance-oriented mobility assessment and Berg balance scale), motor
      impairment (Fugl-Meyer assessment), daily living activities (Barthel Index) and complex
      activities (Frenchay activity index).
    

Detailed description: 
      Introduction. Stroke is one of the most common causes of acquired adult disability. Much of
      the focus of stroke rehabilitation, in particular, the work of physiotherapists, is focused
      on recovery of physical independence and functional ability during activities of daily
      living. Physiotherapy based on conventional therapy has been shown to produce good results in
      recovery progress after stroke. However, patients tend to find the movements involved in this
      treatment as difficult and monotonous over time. Virtual rehabilitation is a novel
      therapeutic intervention based on simulation exercises using virtual reality technology.

      Objective. The main objective of the present study was to assess whether a virtual
      rehabilitation program added to a conventional physical therapy intervention results in
      greater improvements in functional capability, gait, balance and daily activities compared to
      conventional physical therapy intervention on its own.

      Material and Methods Sample: men and women aged 18 to 80 years having had a first simple
      stroke Study design. Randomized clinical trial with 2 groups: Group 1. 1) Nintendo Wii and
      conventional physical therapy 2) control group which will have conventional physical therapy
      applied.

      Evaluations. Clinical interview with anthropometric data. There will be 2 evaluations: at the
      beginning of the study and at the end of the intervention (at 4 weeks).

      In addition, it includes the following evaluation instruments:

        -  Functional capability: Timed up and go test (TUG)

        -  Gait and balance performance: Tinetti performance-oriented mobility assessment (POMA)
           and Berg balance scale (BBS)

        -  Motor impairment: Fugl-Meyer assessment (FMA)

        -  Daily living activities: Barthel Index.

        -  Complex activities: Frenchay activity index (FAI)
    

Intervention name(s): Nintendo Wii and conventional physical therapy; Conventional Physical therapy
Intervention type(s): Other; Other
Intervention description(s): This group of patients will receive, in addition to the exercise program described below, a virtual rehabilitation program through Nintendo Wii. This program will include upper limb training and lower limb balance training. Participants will choose the games they want to perform the session with. "Wii Fit" (balance games) will be used for the treatment of the lower limbs, and "Wii Sports" (bowling, golf and tennis games) will be used for the treatment of the upper limbs.; A warm-up period using a stationary bicycle, mobility exercises in supine position, active-assisted/passive kinesiotherapy of the lower and upper limbs, strengthening exercises in sitting position, balance, stability and coordination exercises and walking re-education exercises.
Allocation: Randomized
Intervention model: Parallel Assignment
Masking: Single (Participant)
Primary purpose: Treatment
Keywords: Stroke; virtual reality; physical therapy