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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
JMIR Serious Games 2022 Apr-Jun;10(2):e29830
clinical trial
6/10 [Eligibility criteria: Yes; Random allocation: Yes; Concealed allocation: No; Baseline comparability: Yes; Blind subjects: No; Blind therapists: No; Blind assessors: Yes; Adequate follow-up: Yes; Intention-to-treat analysis: No; Between-group comparisons: Yes; Point estimates and variability: Yes. Note: Eligibility criteria item does not contribute to total score] *This score has been confirmed*

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 patients with stroke to recover motor functioning and disability, but these are arduous and expensive. Virtual reality (VR) video games inspire patients to get involved in their therapeutic exercise routine in a fun way. VR in the form of games provides a fruitful, secure, and challenging learning environment for motor control and neural plasticity development in rehabilitation. The effects of upper limb sensorimotor functioning and balance are the main focus of this trial. OBJECTIVE: The aim of this study is to compare the effects of VR training and routine physical therapy on balance and upper extremity sensorimotor function in patients with stroke. METHODS: It was a single assessor-blinded randomized clinical trial. A total of 74 participants with their first chronic stroke were included and rehabilitated in a clinical setting. The lottery method was used to randomly assign patients to either the VR group (n = 37) or the routine physical therapy group (n = 37). The VR group received a 1-hour session of VR training for 3 weekdays over 6 weeks, and the routine physical therapy group received different stretching and strengthening exercises. The outcome measuring tools were the Berg Balance Scale for balance and the 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 using SPSS 22. RESULTS: The trial was completed by 68 patients. A significant difference between the two groups was found in the Berg Balance Scale score (p < 0.001), Fugl-Meyer Assessment for motor function (p = 0.03), and Fugl-Meyer Assessment for joint pain and joint range (p < 0.001); however, no significant difference (p = 0.19) in the Fugl-Meyer Assessment for upper extremity sensation was noted. CONCLUSIONS: VR training is helpful for improving balance and function of the upper extremities in the routine life of patients with stroke; although, it was not found to be better than conventional training in improving upper limb sensation. VR training can be a better option in a rehabilitation plan designed to increase functional capability. TRIAL REGISTRATION: Iranian Registry of Clinical Trials IRCT20190715044216N1; https://www.irct.ir/user/trial/40898/view.

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