Journal Riphah College of Rehabilitation Sciences (Mar 2024)

Effect of Virtual Reality Game Based training in Gait Improvement of Post Stroke Patients: A Quasi-experimental Study

  • Shakir Ullah,
  • Haider Daran,
  • Zardad Khan Ibrahimi,
  • Mujeeb Ur Rehman,
  • Syed Zain Ul Abidin,
  • Hazrat Bilal,
  • Alam Zeb

Journal volume & issue
Vol. 12, no. 1

Abstract

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Objective The objective of this study was to determine the effectiveness of task specific virtual reality training for better ambulation in post stokes patients. Methodology This study was a quasi-experimental study (single group) with non-probability convenient sampling. Baseline assessment was taken at start of study and final assessment was done after 8 weeks. SPSS version 23 was used to analyze and record the data. Descriptive statistics was used to calculate mean and SD for all continuous data and percentages were calculated for all categorical data. Paired T test was used to compare mean change in continuous data before and after intervention. Results Although there was some improvement in pre and post scoring on outcome measurement scales applied in this study, still there is no significant difference between pre and post walking speed (P Value 0.702), TUG test (P Value 0.146), MAS scale (P Value 0.227), forward stepping test P Value (0.089) and functional reach test P Value (0.415). Conclusion. This study concluded that, VR based task specific training is an effective treatment for post stroke patients regarding their gait rehabilitation, as for scoring is concerned on different outcome measures but overall results are not statistically significant. Key Words Cerebrovascular Accident, Gait, Gait Disorders, Stroke, Virtual reality