» Articles » PMID: 23841969

Active Video-gaming Effects on Balance and Mobility in Individuals with Chronic Stroke: a Randomized Controlled Trial

Overview
Date 2013 Jul 12
PMID 23841969
Citations 25
Authors
Affiliations
Soon will be listed here.
Abstract

Background: Treatments that provide feedback, increase practice with multiple repetitions, and motivate patients are essential to rehabilitation post stroke.

Objective: To determine whether playing active video games results in improved balance and mobility post stroke.

Methods: Thirty participants with chronic (time since stroke = 3.0 [2.9] years) hemiparesis post stroke were randomly assigned to a gaming group or normal activity control group. Gaming systems provided participants with an interactive interface of real-time movement of either themselves or an avatar on the screen. Participants played games 50-60 minutes/day, 4 days/week, for 5 weeks. The intervention was strictly game-play, in standing position, without physical therapy. The control group received no special intervention and continued with normal activity. Both groups were tested prior to, following the 5 weeks (post test), and 3 months following the completion of the study. Outcome measures included the Fugl-Meyer Assessment, Berg Balance Scale, Dynamic Gait Index, Timed Up & Go, 6-minute walk test, 3-meter walk (self-selected and fast), and perception of recovery.

Results: No statistically significant differences between or within groups were found through analysis of covariance (covaried for side of hemiparesis) at post test or follow-up. Although the within-group effect sizes were primarily indexed as "small" (< .36), the gaming group exhibited higher within-group effect sizes before and after testing than did the control group on all 7 dependent variables analyzed.

Conclusions: Even though the only intervention was game-play, there were small positive effects. Therapist assistance in making more optimum movement choices may be needed before significant improvements are seen with commercially available, general purpose games.

Citing Articles

The Effectiveness of Therapeutic Exercise Interventions With Virtual Reality on Balance and Walking Among Persons With Chronic Stroke: Systematic Review, Meta-Analysis, and Meta-Regression of Randomized Controlled Trials.

Krohn M, Rintala A, Immonen J, Sjogren T J Med Internet Res. 2024; 26:e59136.

PMID: 39621381 PMC: 11650088. DOI: 10.2196/59136.


The Immediate Effects of Different Types of Augmented Feedback on Fast Walking Speed Performance and Intrinsic Motivation After Stroke.

Alhirsan S, Capo-Lugo C, Hurt C, Uswatte G, Qu H, Brown D Arch Rehabil Res Clin Transl. 2023; 5(2):100265.

PMID: 37312981 PMC: 10258376. DOI: 10.1016/j.arrct.2023.100265.


A non-immersive virtual reality-based intervention to enhance lower-extremity motor function and gait in patients with subacute cerebral infarction: A pilot randomized controlled trial with 1-year follow-up.

Bian M, Shen Y, Huang Y, Wu L, Wang Y, He S Front Neurol. 2022; 13:985700.

PMID: 36267888 PMC: 9577285. DOI: 10.3389/fneur.2022.985700.


A Novel Virtual Reality Training Strategy for Poststroke Patients: A Randomized Clinical Trial.

Anwar N, Karimi H, Ahmad A, Mumtaz N, Saqulain G, Gilani S J Healthc Eng. 2021; 2021:6598726.

PMID: 34840701 PMC: 8616657. DOI: 10.1155/2021/6598726.


Personalized Motor-Cognitive Exergame Training in Chronic Stroke Patients-A Feasibility Study.

Huber S, O Held J, de Bruin E, Knols R Front Aging Neurosci. 2021; 13:730801.

PMID: 34744688 PMC: 8565485. DOI: 10.3389/fnagi.2021.730801.