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Accepted for/Published in: JMIR Serious Games

Date Submitted: Apr 26, 2021
Date Accepted: May 13, 2022

The final, peer-reviewed published version of this preprint can be found here:

Virtual Reality Training Using Nintendo Wii Games for Patients With Stroke: Randomized Controlled Trial

Anwar N, Karimi H, Ahmad A, Gilani SA, Khalid K, Aslam AS, Hanif A

Virtual Reality Training Using Nintendo Wii Games for Patients With Stroke: Randomized Controlled Trial

JMIR Serious Games 2022;10(2):e29830

DOI: 10.2196/29830

PMID: 35699989

PMCID: 9237768

VIRTUAL REALITY TRAINING THROUGH NINTENDO WII GAMES IN STROKE PATIENTS: A RANDOMISED CLINICAL TRIAL

  • Naveed Anwar; 
  • Hossein Karimi; 
  • Ashfaq Ahmad; 
  • Syed Amir Gilani; 
  • Kehkshan Khalid; 
  • Ahmed Sohaib Aslam; 
  • Asif Hanif

ABSTRACT

Background:

Stroke is a leading cause of disability. It is difficult to devise an optimal rehabilitation plan once stroke survivors are back home. Conventional rehabilitative therapies are extensively used in stroke' patients to recover motor functioning and disability but these are arduous and expensive. Virtual reality-type video games inspire patients to get involved in their therapeutic exercise routine in a fun way. VR in the form of game programs provides a fruitful, secure, challenging and learning environment for motor control and neural plasticity development in rehabilitation. The effects of upper limb sensorimotor functioning and balance are main focus of this trial.

Objective:

The objective of this study is to compare the effects of Virtual Reality training and routine physical therapy on balance and upper extremity sensorimotor function in stroke patients

Methods:

It was a single assessor-blinded randomised clinical trial. Seventy four participants with their first chronic stroke were included and rehabilitated in a clinical setting. Lottery method was used to randomly assign patients in either the Virtual reality group (n = 37) or routine physical therapy group (n = 37). VR group received 1 hour session of VR training for 3 weekdays over 6 weeks and Routine physical therapy group received different stretching and strengthening exercises. The outcome measuring tools were Berg Balance scale for balance and Fugl-Meyer Assessment-Upper Extremity scale for sensorimotor, joint pain and range assessment. The assessment was done at the start of treatment and after the 6-weeks of intervention. Data analysis was done by SPSS 22.

Results:

Trial was completed by 68 patients. A significant difference between the two groups was found on Berg Balance score (P = <0.001), FMA- Motor function(P = 0.030), FMA-Joint pain and Joint Range (P<0.001); however, no significant difference (P=0.19) on Fugl-Meyer Assessment-Upper Extremity Sensation was noted.

Conclusions:

VR training is helpful to improve balance and function of the upper extremity in the routine life of stroke patients; although, it was not found to be better than conventional training in improving upper limb sensation. So VR training can be a better option in a rehabilitation plan designed to increase functional capability. Clinical Trial: This trial was registered by the title “EFFECT OF VIRTUAL REALITY TRAINING AND ROUTINE PHYSICAL THERAPY ON BALANCE AND FUNCTIONAL INDEPENDENCE IN STROKE PATIENTS” on August 09, 2019 with the study identification numberRCT20190715044216N1 and website https://www.irct.ir/user/trial/40898/view


 Citation

Please cite as:

Anwar N, Karimi H, Ahmad A, Gilani SA, Khalid K, Aslam AS, Hanif A

Virtual Reality Training Using Nintendo Wii Games for Patients With Stroke: Randomized Controlled Trial

JMIR Serious Games 2022;10(2):e29830

DOI: 10.2196/29830

PMID: 35699989

PMCID: 9237768

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