Effects of virtual reality training using Xbox Kinect on motor function in stroke survivors: a preliminary study

DS Park, DG Lee, K Lee, GC Lee - Journal of Stroke and Cerebrovascular …, 2017 - Elsevier
DS Park, DG Lee, K Lee, GC Lee
Journal of Stroke and Cerebrovascular Diseases, 2017Elsevier
Background Although the Kinect gaming system (Microsoft Corp, Redmond, WA) has been
shown to be of therapeutic benefit in rehabilitation, the applicability of Kinect-based virtual
reality (VR) training to improve motor function following a stroke has not been investigated.
This study aimed to investigate the effects of VR training, using the Xbox Kinect-based game
system, on the motor recovery of patients with chronic hemiplegic stroke. Methods This was
a randomized controlled trial. Twenty patients with hemiplegic stroke were randomly …
Background
Although the Kinect gaming system (Microsoft Corp, Redmond, WA) has been shown to be of therapeutic benefit in rehabilitation, the applicability of Kinect-based virtual reality (VR) training to improve motor function following a stroke has not been investigated. This study aimed to investigate the effects of VR training, using the Xbox Kinect-based game system, on the motor recovery of patients with chronic hemiplegic stroke.
Methods
This was a randomized controlled trial. Twenty patients with hemiplegic stroke were randomly assigned to either the intervention group or the control group. Participants in the intervention group (n = 10) received 30 minutes of conventional physical therapy plus 30 minutes of VR training using Xbox Kinect-based games, and those in the control group (n = 10) received 30 minutes of conventional physical therapy only. All interventions consisted of daily sessions for a 6-week period. All measurements using Fugl–Meyer Assessment (FMA-LE), the Berg Balance Scale (BBS), the Timed Up and Go test (TUG), and the 10-meter Walk Test (10mWT) were performed at baseline and at the end of the 6 weeks.
Results
The scores on the FMA-LE, BBS, TUG, and 10mWT improved significantly from baseline to post intervention in both the intervention and the control groups after training. The pre-to-post difference scores on BBS, TUG, and 10mWT for the intervention group were significantly more improved than those for the control group (P <.05).
Conclusions
Evidence from the present study supports the use of additional VR training with the Xbox Kinect gaming system as an effective therapeutic approach for improving motor function during stroke rehabilitation.
Elsevier
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