Feasibility and Efficacy of a Virtual Reality Game-Based Upper Extremity Motor Function Rehabilitation Therapy in Patients with Chronic Stroke: A Pilot Study
Ángela Aguilera-Rubio,
Alicia Cuesta-Gómez,
Ana Mallo-López,
Alberto Jardón-Huete,
Edwin Daniel Oña-Simbaña and
Isabel Mª Alguacil-Diego
Additional contact information
Ángela Aguilera-Rubio: International PhD School, Rey Juan Carlos University, 28008 Madrid, Spain
Alicia Cuesta-Gómez: Department of Physical Therapy, Occupational Therapy, Rehabilitation and Physical Medicine, Faculty of Health Sciences, Rey Juan Carlos University, 28922 Madrid, Spain
Ana Mallo-López: International PhD School, Rey Juan Carlos University, 28008 Madrid, Spain
Alberto Jardón-Huete: Robotics Lab, University Carlos III of Madrid, Leganés, 28911 Madrid, Spain
Edwin Daniel Oña-Simbaña: Robotics Lab, University Carlos III of Madrid, Leganés, 28911 Madrid, Spain
Isabel Mª Alguacil-Diego: Department of Physical Therapy, Occupational Therapy, Rehabilitation and Physical Medicine, Faculty of Health Sciences, Rey Juan Carlos University, 28922 Madrid, Spain
IJERPH, 2022, vol. 19, issue 6, 1-12
Abstract:
Background: The objective of the present study was to develop a virtual reality protocol based on activities of daily living and conventional rehabilitation, using Leap Motion Controller to improve motor function in upper extremity rehabilitation in stroke patients. At the same time, the purpose was to explore its efficacy in the recovery of upper extremity motor function in chronic stroke survivors, and to determine feasibility, satisfaction and attendance rate; Methods: A prospective pilot experimental clinical trial was conducted. The outcome measures used were the grip strength, the Action Research Arm Test (ARAT), the Block and Box Test (BBT), the Short Form Health Survey-36 Questionnaire, a satisfaction questionnaire and attendance rate; Results: Our results showed statistically significant changes in the variables grip strength, BBT and ARAT as well as high levels of satisfaction and attendance; Conclusions: This virtual reality platform represents an effective tool in aspects of upper extremity functionality rehabilitation in patients with chronic stroke, demonstrating feasibility and high levels of attendance and satisfaction.
Keywords: stroke; virtual reality; upper extremity; video games; neurorehabilitation (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2022
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (2)
Downloads: (external link)
https://www.mdpi.com/1660-4601/19/6/3381/pdf (application/pdf)
https://www.mdpi.com/1660-4601/19/6/3381/ (text/html)
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:gam:jijerp:v:19:y:2022:i:6:p:3381-:d:770229
Access Statistics for this article
IJERPH is currently edited by Ms. Jenna Liu
More articles in IJERPH from MDPI
Bibliographic data for series maintained by MDPI Indexing Manager ().