2015
DOI: 10.1589/jpts.27.2057
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Effect of virtual reality games on stroke patients’ balance, gait, depression, and interpersonal relationships

Abstract: [Purpose] The purpose of the study was to determine the effects of training using virtual reality games on balance and gait ability, as well as the psychological characteristics of stroke patients, such as depression and interpersonal relationships, by comparing them with the effects of ergometer training. [Subjects] Forty stroke patients were randomly divided into a virtual reality group (VRG, N = 20) and an ergometer training group (ETG, N = 20). [Methods] VRG performed training using the Xbox Kinect. ETG pe… Show more

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Cited by 93 publications
(139 citation statements)
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“…Thirteen studies [18][19][20][22][23][24]27,[30][31][32][33][34]36 were included in the meta-analysis examining the effect of all VR interventions on TUG scores. A fixed effects model demonstrated little heterogeneity between studies (Q = 10.047, I 2 = 0.000, df = 12).…”
Section: Methodsmentioning
confidence: 99%
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“…Thirteen studies [18][19][20][22][23][24]27,[30][31][32][33][34]36 were included in the meta-analysis examining the effect of all VR interventions on TUG scores. A fixed effects model demonstrated little heterogeneity between studies (Q = 10.047, I 2 = 0.000, df = 12).…”
Section: Methodsmentioning
confidence: 99%
“…Six studies examined both dynamic and static balance [17][18][19][20]23,34 , 12 studies examined dynamic balance only 4,21,22,24,[26][27][28][29][30][31][32][33]35 , and 2 studies examined static balance alone. 24,35 For the purposes of our meta-analysis, we analyzed only the two most common measures of dynamic balance: BBS and TUG.…”
Section: Methodsmentioning
confidence: 99%
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