Effectiveness of Commercial Gaming-Based Virtual Reality Movement Therapy on Functional Recovery of Upper Extremity in Subacute Stroke Patients
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ÃÖÁØÈ¯(Choi Jun-Hwan) - Jeju National University Hospital Department of Rehabilitation Medicine
ÇÑÀº¿µ(Han Eun-Young) - Jeju National University Hospital Department of Rehabilitation Medicine
±èº¸·Ã(Kim Bo-Ryun) - Jeju National University Hospital Department of Rehabilitation Medicine
±è¼±¹Ì(Kim Sun-Mi) - Jeju National University Hospital Department of Rehabilitation Medicine
ÀÓ»óÈñ(Im Sang-Hee) - Kwandong University College of Medicine Department of Rehabilitation Medicine
À̼ҿµ(Lee So-Young) - Jeju National University Hospital Department of Rehabilitation Medicine
Çöö¿õ(Hyun Chul-Woong) - Jeju National University Hospital Department of Rehabilitation Medicine
Abstract
Objective: To investigate the effectiveness of commercial gaming-based virtual reality (VR) therapy on the recovery of paretic upper extremity in subacute stroke patients.
Methods: Twenty patients with the first-onset subacute stroke were enrolled and randomly assigned to the case group (n=10) and the control group (n=10). Primary outcome was measured by the upper limb score through the Fugl-Meyer Assessment (FMA-UL) for the motor function of both upper extremities. Secondary outcomes were assessed for motor function of both upper extremities including manual function test (MFT), box and block test (BBT), grip strength, evaluated for activities of daily living (Korean version of Modified Barthel Index [K-MBI]), and cognitive functions (Korean version of the Mini-Mental State Examination [K-MMSE] and continuous performance test [CPT]). The case group received commercial gaming-based VR therapy using Wii (Nintendo, Tokyo, Japan), and the control group received conventional occupational therapy (OT) for 30 minutes a day during the period of 4 weeks. All patients were evaluated before and after the 4-week intervention.
Results: There were no significant differences in the baseline between the two groups. After 4 weeks, both groups showed significant improvement in the FMA-UL, MFT, BBT, K-MBI, K-MMSE, and correct detection of auditory CPT. However, grip strength was improved significantly only in the case group. There were no significant intergroup differences before and after the treatment.
Conclusion: These findings suggested that the commercial gaming-based VR therapy was as effective as conventional OT on the recovery of upper extremity motor and daily living function in subacute stroke patients.
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Activities of daily living, Virtual reality exposure therapy, Stroke, Paresis, Attention
KMID :
0361420140380040485
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