Virtual reality in the rehabilitation of patients with stroke: an integrative review

Detalhes bibliográficos
Autor(a) principal: Aramaki,Alberto Luiz
Data de Publicação: 2019
Outros Autores: Sampaio,Rosana Ferreira, Reis,Ana Caroline Silva, Cavalcanti,Alessandra, Dutra,Fabiana Caetano Martins Silva e
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Arquivos de neuro-psiquiatria (Online)
Texto Completo: http://old.scielo.br/scielo.php?script=sci_arttext&pid=S0004-282X2019000400268
Resumo: ABSTRACT Objective: To describe the intervention protocols to using commercial video games as virtual reality (VR) in rehabilitation of patients with stroke. Methods: Integrative review using the descriptors “rehabilitation”, “virtual reality exposure therapy” and “videogames” in the LILACS and PUBMED databases. Articles published from 2011 to 2018 were selected. Results: We found 1,396 articles, 1,383 were excluded and 13 were selected. Most of the articles were randomized clinical trials published in 2014 or later. The sample size varied from 5–47 adults, or adults and elders, with chronic stroke. The Nintendo Wii® was the most used video game system. The intervention happened two or three times a week, each session lasting from 30 to 60 minutes, over 2–12 weeks. Balance, upper limb motor functions, quality of life and daily living activities were the most common evaluated outcomes. The Fugl-Meyer Assessment, Berg Balance Scale, Timed Up and Go test, Barthel Scale and SF-36 were the most common outcome measurement tools. Conclusions: The studies indicated improvement in dynamic balance, upper limb motor function and quality of life after rehabilitation using VR. The VR was more effective than conventional treatments for the outcome of dynamic balance. Two studies did not find any changes in static balance and daily living activities. Physical aspects and quality of life were the outcomes most evaluated by the researchers; as were the population with chronic strokes and protocols of long duration and low intensity. Few studies targeted immediate VR effects, performance in daily living activities and social participation.
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spelling Virtual reality in the rehabilitation of patients with stroke: an integrative reviewRehabilitationvirtual reality exposure therapyvideo gamesstrokeABSTRACT Objective: To describe the intervention protocols to using commercial video games as virtual reality (VR) in rehabilitation of patients with stroke. Methods: Integrative review using the descriptors “rehabilitation”, “virtual reality exposure therapy” and “videogames” in the LILACS and PUBMED databases. Articles published from 2011 to 2018 were selected. Results: We found 1,396 articles, 1,383 were excluded and 13 were selected. Most of the articles were randomized clinical trials published in 2014 or later. The sample size varied from 5–47 adults, or adults and elders, with chronic stroke. The Nintendo Wii® was the most used video game system. The intervention happened two or three times a week, each session lasting from 30 to 60 minutes, over 2–12 weeks. Balance, upper limb motor functions, quality of life and daily living activities were the most common evaluated outcomes. The Fugl-Meyer Assessment, Berg Balance Scale, Timed Up and Go test, Barthel Scale and SF-36 were the most common outcome measurement tools. Conclusions: The studies indicated improvement in dynamic balance, upper limb motor function and quality of life after rehabilitation using VR. The VR was more effective than conventional treatments for the outcome of dynamic balance. Two studies did not find any changes in static balance and daily living activities. Physical aspects and quality of life were the outcomes most evaluated by the researchers; as were the population with chronic strokes and protocols of long duration and low intensity. Few studies targeted immediate VR effects, performance in daily living activities and social participation.Academia Brasileira de Neurologia - ABNEURO2019-04-01info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersiontext/htmlhttp://old.scielo.br/scielo.php?script=sci_arttext&pid=S0004-282X2019000400268Arquivos de Neuro-Psiquiatria v.77 n.4 2019reponame:Arquivos de neuro-psiquiatria (Online)instname:Academia Brasileira de Neurologiainstacron:ABNEURO10.1590/0004-282x20190025info:eu-repo/semantics/openAccessAramaki,Alberto LuizSampaio,Rosana FerreiraReis,Ana Caroline SilvaCavalcanti,AlessandraDutra,Fabiana Caetano Martins Silva eeng2019-05-08T00:00:00Zoai:scielo:S0004-282X2019000400268Revistahttp://www.scielo.br/anphttps://old.scielo.br/oai/scielo-oai.php||revista.arquivos@abneuro.org1678-42270004-282Xopendoar:2019-05-08T00:00Arquivos de neuro-psiquiatria (Online) - Academia Brasileira de Neurologiafalse
dc.title.none.fl_str_mv Virtual reality in the rehabilitation of patients with stroke: an integrative review
title Virtual reality in the rehabilitation of patients with stroke: an integrative review
spellingShingle Virtual reality in the rehabilitation of patients with stroke: an integrative review
Aramaki,Alberto Luiz
Rehabilitation
virtual reality exposure therapy
video games
stroke
title_short Virtual reality in the rehabilitation of patients with stroke: an integrative review
title_full Virtual reality in the rehabilitation of patients with stroke: an integrative review
title_fullStr Virtual reality in the rehabilitation of patients with stroke: an integrative review
title_full_unstemmed Virtual reality in the rehabilitation of patients with stroke: an integrative review
title_sort Virtual reality in the rehabilitation of patients with stroke: an integrative review
author Aramaki,Alberto Luiz
author_facet Aramaki,Alberto Luiz
Sampaio,Rosana Ferreira
Reis,Ana Caroline Silva
Cavalcanti,Alessandra
Dutra,Fabiana Caetano Martins Silva e
author_role author
author2 Sampaio,Rosana Ferreira
Reis,Ana Caroline Silva
Cavalcanti,Alessandra
Dutra,Fabiana Caetano Martins Silva e
author2_role author
author
author
author
dc.contributor.author.fl_str_mv Aramaki,Alberto Luiz
Sampaio,Rosana Ferreira
Reis,Ana Caroline Silva
Cavalcanti,Alessandra
Dutra,Fabiana Caetano Martins Silva e
dc.subject.por.fl_str_mv Rehabilitation
virtual reality exposure therapy
video games
stroke
topic Rehabilitation
virtual reality exposure therapy
video games
stroke
description ABSTRACT Objective: To describe the intervention protocols to using commercial video games as virtual reality (VR) in rehabilitation of patients with stroke. Methods: Integrative review using the descriptors “rehabilitation”, “virtual reality exposure therapy” and “videogames” in the LILACS and PUBMED databases. Articles published from 2011 to 2018 were selected. Results: We found 1,396 articles, 1,383 were excluded and 13 were selected. Most of the articles were randomized clinical trials published in 2014 or later. The sample size varied from 5–47 adults, or adults and elders, with chronic stroke. The Nintendo Wii® was the most used video game system. The intervention happened two or three times a week, each session lasting from 30 to 60 minutes, over 2–12 weeks. Balance, upper limb motor functions, quality of life and daily living activities were the most common evaluated outcomes. The Fugl-Meyer Assessment, Berg Balance Scale, Timed Up and Go test, Barthel Scale and SF-36 were the most common outcome measurement tools. Conclusions: The studies indicated improvement in dynamic balance, upper limb motor function and quality of life after rehabilitation using VR. The VR was more effective than conventional treatments for the outcome of dynamic balance. Two studies did not find any changes in static balance and daily living activities. Physical aspects and quality of life were the outcomes most evaluated by the researchers; as were the population with chronic strokes and protocols of long duration and low intensity. Few studies targeted immediate VR effects, performance in daily living activities and social participation.
publishDate 2019
dc.date.none.fl_str_mv 2019-04-01
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dc.language.iso.fl_str_mv eng
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dc.relation.none.fl_str_mv 10.1590/0004-282x20190025
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dc.publisher.none.fl_str_mv Academia Brasileira de Neurologia - ABNEURO
publisher.none.fl_str_mv Academia Brasileira de Neurologia - ABNEURO
dc.source.none.fl_str_mv Arquivos de Neuro-Psiquiatria v.77 n.4 2019
reponame:Arquivos de neuro-psiquiatria (Online)
instname:Academia Brasileira de Neurologia
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reponame_str Arquivos de neuro-psiquiatria (Online)
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repository.name.fl_str_mv Arquivos de neuro-psiquiatria (Online) - Academia Brasileira de Neurologia
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