Use of Virtual Reality and Video Games in the Physiotherapy Treatment of Stroke Patients

Study Overview
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Brief Summary
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Randomized clinical trial based on the application of virtual reality and video games together with physiotherapy treatment in stroke patients, with the main objective of determining their beneficial effects.

Detailed Description
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21 participants who will be divided by randomization between a control group and an experimental group. The results will be quantified with the following scales: Modified Asworth (spasticity). Daniels et al (muscle strength) Tinetti (balance and gait) Berg (balance) Joint range

Official Title
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Use of Virtual Reality and Video Games in the Physiotherapy Treatment of Stroke Patients

Conditions
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Stroke, Virtual Reality, Physical Therapy

Intervention / Treatment
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* Other: Virtual reality and video games
* Other: Neurological physiotherapy


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Patients receiving neurological physiotherapy treatment. Patients who have suffered a stroke in the last two years. Patients with an age range between 18 and 80 years old. Patients with stroke with the ability to have minimal manual pressure with one limb. Exclusion Criteria: Patients with stroke who also have degenerative diseases such as Alzheimer's or Parkinson's. Stroke patients who do not understand the instructions. Patients who have undergone surgery on the evaluated limbs. Patients with scars that limit movement.

Ages Eligible for Study
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Minimum Age: 18 Years
Maximum Age: 80 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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No

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Treatment
Allocation: Randomized
Intervention Model: Parallel Assignment
Interventional Model Description: Two randomized groups. A control group and an experimental group.
Masking: Triple


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Active Comparator: Control group<br>Conventional neurological physiotherapy treatment. | Other: Neurological physiotherapy<br>* Application of conventional physical therapy techniques.<br>|
| Experimental: Experimental group<br>Conventional neurological physiotherapy treatment with the use of virtual reality and video games. | Other: Virtual reality and video games<br>* Use of a software in stroke patients' rehabilitation.<br>Other: Neurological physiotherapy<br>* Application of conventional physical therapy techniques.<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Strength | Strength measurement using the Daniels and Worthingham Scale. Minimum value = 0 , maximum value = 5. Higher scores mean a better outcome. | One month | 
| Spasticity | Spasticity measurement using the Ashworth modified scale. Minimum value = 0, maximum value = 4. Higher scores mean a worse outcome. | One month | 
| Gait | Gait measurement using the Tinetti scale. Minimum value = 0, maximum value = 28. Higher scores mean a better outcome. | One month | 
| Balance | Balance using the Berg Balance Scale. Minimum value = 0, maximum value = 56. Higher scores mean a better outcome. | One month | 
| Joint range | Joint range measure using goniometer | One month |