The Effect of a Virtual Reality Game Intervention on Balance for Patients with Stroke: A Randomized Controlled Trial

Hsin Chieh Lee, Chia Lin Huang, Sui Hua Ho, Wen Hsu Sung

Research output: Contribution to journalArticle

6 Citations (Scopus)

Abstract

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.

Original languageEnglish
Pages (from-to)303-311
Number of pages9
JournalGames for health journal
Volume6
Issue number5
DOIs
Publication statusPublished - Oct 1 2017

Fingerprint

stroke
virtual reality
Virtual reality
Randomized Controlled Trials
Stroke
Aptitude
Pleasure
Group
Outcome Assessment (Health Care)
Therapeutics
Activities of Daily Living
Quality of Life
confidence
event
ability
quality of life
deficit

Keywords

  • Activities of daily living
  • Postural balance
  • Stroke
  • Videogames
  • Virtual reality therapy

ASJC Scopus subject areas

  • Health(social science)
  • Rehabilitation
  • Computer Science Applications
  • Public Health, Environmental and Occupational Health

Cite this

The Effect of a Virtual Reality Game Intervention on Balance for Patients with Stroke : A Randomized Controlled Trial. / Lee, Hsin Chieh; Huang, Chia Lin; Ho, Sui Hua; Sung, Wen Hsu.

In: Games for health journal, Vol. 6, No. 5, 01.10.2017, p. 303-311.

Research output: Contribution to journalArticle

@article{8d67782abaf745a1820ae2812457bd54,
title = "The Effect of a Virtual Reality Game Intervention on Balance for Patients with Stroke: A Randomized Controlled Trial",
abstract = "Objective: The aim of this study was to investigate the effects of virtual reality (VR) balance training conducted using Kinect for Xbox{\circledR} 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.",
keywords = "Activities of daily living, Postural balance, Stroke, Videogames, Virtual reality therapy",
author = "Lee, {Hsin Chieh} and Huang, {Chia Lin} and Ho, {Sui Hua} and Sung, {Wen Hsu}",
year = "2017",
month = "10",
day = "1",
doi = "10.1089/g4h.2016.0109",
language = "English",
volume = "6",
pages = "303--311",
journal = "Games for health journal",
issn = "2161-783X",
publisher = "Mary Ann Liebert Inc.",
number = "5",

}

TY - JOUR

T1 - The Effect of a Virtual Reality Game Intervention on Balance for Patients with Stroke

T2 - A Randomized Controlled Trial

AU - Lee, Hsin Chieh

AU - Huang, Chia Lin

AU - Ho, Sui Hua

AU - Sung, Wen Hsu

PY - 2017/10/1

Y1 - 2017/10/1

N2 - 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.

AB - 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.

KW - Activities of daily living

KW - Postural balance

KW - Stroke

KW - Videogames

KW - Virtual reality therapy

UR - http://www.scopus.com/inward/record.url?scp=85031665460&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=85031665460&partnerID=8YFLogxK

U2 - 10.1089/g4h.2016.0109

DO - 10.1089/g4h.2016.0109

M3 - Article

AN - SCOPUS:85031665460

VL - 6

SP - 303

EP - 311

JO - Games for health journal

JF - Games for health journal

SN - 2161-783X

IS - 5

ER -