2016
DOI: 10.1186/s12883-016-0563-x
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Does the addition of virtual reality training to a standard program of inpatient rehabilitation improve sitting balance ability and function after stroke? Protocol for a single-blind randomized controlled trial

Abstract: BackgroundSitting ability and function are commonly impaired after stroke. Balance training has been shown to be helpful, but abundant repetitions are required for optimal recovery and patients must be motivated to perform rehabilitation exercises repeatedly to maximize treatment intensity. Virtual reality training (VRT), which allows patients to interact with a virtual environment using computer software and hardware, is enjoyable and may encourage greater repetition of therapeutic exercises. However, the pot… Show more

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Cited by 21 publications
(11 citation statements)
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References 39 publications
(46 reference statements)
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“…Thus, as the participants execute body movements, such as the repetition of muscle contractions ( Alvarez et al, 2017 ) during the serious game, the level of physical activity will gradually enhance ( Gomes et al, 2019 ) with an adaptation to an aerobic activity and improvement in physical capacity and efficiency of the cardiorespiratory system ( Powell et al, 2011 ). This is in accordance with Sheehy et al (2016) , who stated that serious game is enjoyable and may motivate patients to perform more repetitions of their movement in a ludic environment, with goal-oriented movements, contributing to increased intensity and, consequently, physical activity.…”
Section: Discussionsupporting
confidence: 89%
“…Thus, as the participants execute body movements, such as the repetition of muscle contractions ( Alvarez et al, 2017 ) during the serious game, the level of physical activity will gradually enhance ( Gomes et al, 2019 ) with an adaptation to an aerobic activity and improvement in physical capacity and efficiency of the cardiorespiratory system ( Powell et al, 2011 ). This is in accordance with Sheehy et al (2016) , who stated that serious game is enjoyable and may motivate patients to perform more repetitions of their movement in a ludic environment, with goal-oriented movements, contributing to increased intensity and, consequently, physical activity.…”
Section: Discussionsupporting
confidence: 89%
“…Además, se empleó una herramienta de bajo coste e interactiva que se podía implementar en cualquier entorno con accesibilidad a un coste re ducido, y que se podía utilizar para uso clínico en pacientes ingresados en hospitales tras un ictus. Autores como Sheehy et al [48] destacan la impor tancia de utilizar los videojuegos como comple mento por su bajo coste y accesibilidad, y afirman que usar realidad virtual semiinmersiva producía cambios significativos en el equilibrio en sedesta ción de pacientes tras un ictus. En esa línea de in vestigación, McEwen et al [49] resaltan que las inter venciones mediante realidad virtual complementa rias al tratamiento convencional mejoran la movili dad y el equilibrio en el ictus, y por ello se piensa en una mejora sobre la calidad de vida, por lo que nuestros resultados están en esta línea.…”
Section: Mínimounclassified
“…is could be because both treatment modalities are effective for balance recovery in subacute stroke patients; however, the semi-immersive videogame approach could present more benefits for dynamic balance assessed by the Tinetti gait test, Functional Reach test, and Get Up and Go test. Some studies affirm that when VR is combined with conventional therapy, it is moderately more effective at improving dynamic balance than conventional therapy alone in patients after a stroke [51][52][53][54][55][56]. A recent systematic review has suggested that VR interventions using protocols based on more than 10 sessions may have a positive impact on dynamic balance and the recovery of gait [57].…”
Section: Discussionmentioning
confidence: 99%