Key result
Virtual reality balance training matches standard therapy for balance but offers greater patient enjoyment.
RCT (n=50)
Single-blind
randomly assigned
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OBJECTIVE: The aim of this study was to investigate the effects of virtual reality (VR) balance training conducted using Kinect for Xbox® games on patients with chronic stroke. MATERIALS AND METHODS: Fifty patients with mild to moderate motor deficits were recruited and randomly assigned to two groups: VR plus standard treatment group and standard treatment (ST) group. In total, 12 training sessions (90 minutes a session, twice a week) were conducted in both groups, and performance was assessed at three time points (pretest, post-test, and follow-up) by a blinded assessor. The outcome measures were the Berg Balance Scale (BBS), Functional Reach Test, and Timed Up and Go Test (cognitive; TUG-cog) for balance evaluations; Modified Barthel Index for activities of daily living ability; Activities-specific Balance Confidence Scale for balance confidence; and Stroke Impact Scale for quality of life. The pleasure scale and adverse events were also recorded after each training session. RESULTS: Both groups exhibited significant improvement over time in the BBS (P = 0.000) and TUG-cog test (P = 0.005). The VR group rated the experience as more pleasurable than the ST group during the intervention (P = 0.027). However, no significant difference was observed in other outcome measures within or between the groups. No serious adverse events were observed during the treatment in either group. CONCLUSIONS: VR balance training by using Kinect for Xbox games plus the traditional method had positive effects on the balance ability of patients with chronic stroke. The VR group experienced higher pleasure than the ST group during the intervention.
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Lee et al. (2017) conducted an RCT in chronic stroke (n=50). Virtual reality (VR) balance training using Kinect for Xbox plus standard treatment vs. Standard treatment alone was evaluated on Berg Balance Scale (BBS) and Timed Up and Go Test (cognitive; TUG-cog) for balance evaluations. Virtual reality balance training improved balance similarly to standard treatment alone, but the VR intervention was rated as significantly more pleasurable by patients (P=0.027).
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