4.3 Article

Virtual rehabilitation in an activity centre for community-dwelling persons with stroke - The possibilities of 3-dimensional computer games

期刊

CEREBROVASCULAR DISEASES
卷 26, 期 3, 页码 289-296

出版社

KARGER
DOI: 10.1159/000149576

关键词

computer games; haptic; neurological rehabilitation; neuronal plasticity; stroke

资金

  1. Swedish Stroke Victims Association
  2. Hjalmar Svensson Research Foundation
  3. Goteborg Foundation for Neurological Research
  4. Amlov Foundation
  5. Wennerstroms Foundation
  6. Per Olof Ahl Foundation
  7. Federation of Swedish County Councils (VG-region)
  8. Trygg-Hansa insurance company
  9. Swedish Research Council [VR K2002-27-VX-14318-01A]
  10. VINNOVA [2004-02260]

向作者/读者索取更多资源

Background: The main purpose of this study was to place a virtual reality (VR) system, designed to assess and to promote motor performance in the affected upper extremity in subjects after stroke, in a nonhospital environment. We also wanted to investigate if playing computer games resulted in improved motor function in persons with prior stroke. Methods: The intervention involved 11 patients after stroke who received extra rehabilitation by training on a computer 3 times a week during a 4-week period. The control group involved 11 patients after stroke who continued their previous rehabilitation (no extra computer training) during this period. The mean age of all was 68 years (range = 47-85) and the average time after stroke 66 months (range = 15-140). The VR training consisted of challenging games, which provided a range of difficulty levels that allow practice to be fun and motivating. An additional group of 11 right-handed aged matched individuals without history of neurological or psychiatric illnesses served as reference subjects. Results: All the participants reported that they were novel computer game players. After an initial introduction they learned to use the VR system quickly. The treatment group demonstrated improvements in motor outcome for the trained upper extremity, but this was not detected in real-life activities. Conclusions: The results of this research suggest the usefulness of computer games in training motor performance. VR can be used beneficially not only by younger participants but also by older persons to enhance their motor performance after stroke. Copyright (C) 2008 S. Karger AG, Basel.

作者

我是这篇论文的作者
点击您的名字以认领此论文并将其添加到您的个人资料中。

评论

主要评分

4.3
评分不足

次要评分

新颖性
-
重要性
-
科学严谨性
-
评价这篇论文

推荐

暂无数据
暂无数据