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Rehabilitation Practice and Science

Translated Title

PlayStation®虛擬實境對中風住院復健患者其健康相關生活品質與肢體功能的效果

Abstract

Background: Virtual Reality (VR) systems have been introduced for rehabilitation of stroke patients. Existing evidence regarding the effects of fully-immersive commercial games on health-related quality of life (HRQOL) and motor function in stroke patients is limited. Objective: To evaluate the efficacy of seven supplemental PlayStation® VR sessions on the HRQOL and motor function of stroke patients undergoing inpatient rehabilitation during a 16-day study period within the first year after stroke. Methods: A randomized, single-blind clinical trial with parallel groups (VR plus conventional therapy vs. conventional therapy) was carried out. For the assessment of outcome measures, the Stroke Impact Scale (SIS) 3.0, the upper extremity score of the Fugl-Meyer Assessment (FMA), the upper extremity score of the Motricity Index (MI), and self-care score of the Functional Independence Measure (FIM) were used before, after, and three months after the intervention. Mixed analysis of variance (ANOVA) and Bonferroni corrections were used for the statistical analysis. Severe adverse events and adverse events were also recorded after VR sessions. Results: Overall, 22 participants completed the follow-up assessments. Although the effect of time showed a significant difference in the SIS mobility domain score (p = 0.021), SIS participation/role domain score (p = 0.040), FMA coordination/speed score (p = 0.022), and MI upper extremity score (p = 0.040) between the two groups, there was no significant difference in all pairwise comparisons of time among the four measures. No severe adverse events were observed in participants after the VR sessions. Conclusion: Compared to only conventional therapy, additional PlayStation® VR sessions did not increase the effectiveness in enhancing HRQOL and motor function.

Language

English

First Page

103

Last Page

113

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