Virtual reality and serious game therapy for post-stroke individuals: A preliminary study with humanized rehabilitation approach protocol
- PMID: 36343422
- DOI: 10.1016/j.ctcp.2022.101681
Virtual reality and serious game therapy for post-stroke individuals: A preliminary study with humanized rehabilitation approach protocol
Abstract
Objective: The current study proposed the development and preliminary validation of a humanized training approach for upper limb rehabilitation of chronic post-stroke individuals, using serious game (SG) and virtual reality (VR) technologies.
Materials and methods: Ten individuals with chronic stroke participated in the study. Accompanied by a health professional, 15 sessions of the SG were performed in a laboratory, in a humanized way, lasting between 30 and 45 min each. The assessments were made pre- and post-intervention with the SG, and the following parameters were evaluated (considering the elbow joint): Modified Ashworth Scale (MAS), range of movement (ROM) and tonic stretch reflex threshold (TSRT). Global measures such as quality of life (QOL) were also assessed by the Stroke-Specific Quality of Life Scale (SSQL), Brunnstrom Recovery Scale (BRS) and General Health Questionnaire (GHQ-28). The following tests were applied to verify statistically significant differences: Shapiro-Wilk test, t-test, and Wilcoxon-Mann-Whitney test.
Results: The parameters ROM, TSRT, BRS, and SSQL showed statistically significant differences between pre- and post-intervention (p < 0.01). The ROM increase was about 8%. The objective evaluation of spasticity (provided by the TRST) showed an increase of 28% over the average pre- and post-intervention values. Three participants showed decreased resistance to passive stretching according to the results of the MAS, and seven participants moved to the next stage of the BRS. For QOL, the scores indicated around 20% of post-intervention improvement.
Conclusion: The intervention had no adverse effects, showed a high degree of compliance, provided increased ROM, improved QOL, reduced spasticity and allowed these individuals the opportunity to test a promising technology for upper limb rehabilitation with emphasis in humanized aspects of therapy.
Keywords: Humanized approach protocol; Serious game; Stroke; Upper limbs; Virtual reality.
Copyright © 2022 Elsevier Ltd. All rights reserved.
Conflict of interest statement
Conflicts of interest The authors certify that there is no conflict of interest with any financial organization regarding the material discussed in the manuscript.
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