Rehabilitation Research and Practice (Jan 2013)

Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke?

  • B. S. Rajaratnam,
  • J. Gui KaiEn,
  • K. Lee JiaLin,
  • Kwek SweeSin,
  • S. Sim FenRu,
  • Lee Enting,
  • E. Ang YiHsia,
  • Ng KeatHwee,
  • Su Yunfeng,
  • W. Woo YingHowe,
  • S. Teo SiaoTing

DOI
https://doi.org/10.1155/2013/649561
Journal volume & issue
Vol. 2013

Abstract

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This randomised controlled and double-blinded pilot study evaluated if interactive virtual reality balance related games integrated within conventional rehabilitation sessions resulted in more superior retraining of dynamic balance compared to CR after stroke. 19 subjects diagnosed with a recent episode of stroke were recruited from a local rehabilitation hospital and randomly assigned to either a control or an experimental group. Subjects in the control groups underwent 60 minutes of conventional rehabilitation while those in the experimental groups underwent 40 minutes of convention rehabilitation and 20 minutes of self-directed virtual reality balanced rehabilitation. Functional Reach Test, Timed Up and Go, Modified Barthel Index, Berg Balance Scale, and Centre of Pressure of subjects in both groups were evaluated before and on completion of the rehabilitation sessions. Results indicate that the inclusion of interactive virtual reality balance related games within conventional rehabilitation can lead to improved functional mobility and balance after a recent episode of stroke without increasing treatment time that requires more health professional manpower.