2017
DOI: 10.33588/rn.6508.2017212
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Videojuegos comerciales en la rehabilitación de pacientes con ictus subagudo: estudio piloto

Abstract: Introduction. Stroke generates dependence on the patients due to the various impairments associated. The use of lowcost technologies for neurological rehabilitation may be beneficial for the treatment of these patients. Aim. To determine whether combined treatment using a semi-immersive virtual reality protocol to an interdisciplinary rehabilitation approach, improve balance and postural control, functional independence, quality of life, motivation, selfesteem and adherence to intervention in stroke patients i… Show more

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Cited by 9 publications
(7 citation statements)
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“…The improvement in mobility after a stroke by applying the traditional procedures included in the rehabilitation protocols has already been proven [ 16 , 17 , 19 , 21 ] and has also been confirmed in our findings. However, it has also been seen that the improvement effect observed in all participants was greater in the group that had used the Nintendo Wii, which leads to the conclusion that this practice can have a synergic effect with the standard rehabilitation plan.…”
Section: Discussionsupporting
confidence: 88%
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“…The improvement in mobility after a stroke by applying the traditional procedures included in the rehabilitation protocols has already been proven [ 16 , 17 , 19 , 21 ] and has also been confirmed in our findings. However, it has also been seen that the improvement effect observed in all participants was greater in the group that had used the Nintendo Wii, which leads to the conclusion that this practice can have a synergic effect with the standard rehabilitation plan.…”
Section: Discussionsupporting
confidence: 88%
“…These results were analogous to those reported in the literature [ 37 , 38 ], and the same results were found with Virtual Reality [ 39 ]. In addition, using other video games and measuring those variables with an equivalent test (EQ-5D—European Quality of Life 5 Dimensions), the results were also similar [ 19 ].…”
Section: Discussionmentioning
confidence: 91%
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“…& Schmalz, 2017), Wii Fit Plus(Fernandes et al, 2017) o Kinect Sports I & II(Cano-Mañas et al, 2017), para diferentes tipos de patologías y trastornos.Respecto a las limitaciones, este estudio presenta un número de participantes reducido, con tan solo 3 participantes. En otros estudios, el número de participantes es mucho mayor, como es el caso del estudio de Cano-Mañas (2017) que tuvo un total de 21 participantes, el estudio de Mendelevich (2016) que tuvo un total de 14 participantes y el estudio de Zolyomi (2016) que tuvo un total de 6 participantes.…”
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“…En el estudio de Cano-Mañas (2017) se realizaron sesiones a lo largo de un total de 8 semanas. Y en el estudio de Fernandes (2017) se realizaron un total de 10 sesiones, dos veces por semana durante 1 mes.Este estudio comparte la idea de que los videojuegos pueden ser utilizados como método de intervención(Cano-Mañas et al, 2017;Fernandes et al, 2017;Zolyomi & Schmalz, 2017) y como herramienta fundamental para el desarrollo de habilidades(de Prado, 2018;Restrepo Escobar, Taborda, Magdaly, & Arboleda Sierra, 2019).…”
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