Interactive Videogame Improved Rehabilitation Motivation and Walking Speed in Chronic Stroke Patients: A Dual-Center Controlled Trial

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초록

Objective: This study aimed to evaluate the effectiveness of interactive video games (IVGs) in rehabilitation motivation and walking and balance abilities in chronic stroke patients.Materials and Methods: In this dual-center controlled trial, 24 chronic stroke patients from rehabilitation centers A and B were randomly assigned to an experimental (IVGs + traditional neurodevelopment treatment [TNT], n = 12) or a control group (walking training + TNT, n = 12). The patients in both the groups underwent TNT for 4 weeks (5 days/week) before undergoing either IVGs or walking training (4 weeks, 3 days/week) depending on the group. The primary and secondary outcomes were rehabilitation motivation and the Berg Balance Scale (BBS) score, Functional Reach Test (FRT) performance, and walking speed (WS), respectively.Results: The patients in both the groups showed significant increase in the BBS score, FRT performance, and WS; however, the experimental group showed more significant improvements in rehabilitation motivation (P = 0.02, eta(2) = 0.415) and WS (P = 0.05, eta(2) = 0.333) than the patients in the control group.Conclusion: This study suggests that the IVGs in combination with TNT provide effective rehabilitation motivation in chronic stroke patients.Clinical Trial Registration number: KCT0003408.

키워드

motivation; stroke; walking speed; rehabilitation; videogames; VIRTUAL-REALITY; QUALITATIVE-ANALYSIS; BALANCE; RELIABILITY; EXERCISES; MOBILITY; ADULTS; SCALE; GAMES; GAIT
제목
Interactive Videogame Improved Rehabilitation Motivation and Walking Speed in Chronic Stroke Patients: A Dual-Center Controlled Trial
저자
Lee, Daegyun; Bae, Youngsook
DOI
10.1089/g4h.2021.0123
발행일
2022-08
유형
Article
저널명
GAMES FOR HEALTH JOURNAL
권
11
호
4
페이지
268 ~ 274