Use of client-centered virtual reality in rehabilitation after stroke: a feasibility study

Detalhes bibliográficos
Autor(a) principal: Aramaki,Alberto Luiz
Data de Publicação: 2019
Outros Autores: Sampaio,Rosana Ferreira, 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=S0004-282X2019000900622
Resumo: ABSTRACT Patient-centered virtual reality (VR) programs could assist in the functional recovery of people after a stroke. Objectives: To analyze the feasibility of a rehabilitation protocol using client-centered VR and to evaluate changes in occupational performance and social participation. Methods: This was a mixed methods study. Ten subacute and chronic stroke patients participated in the rehabilitation program using games in non-immersive VR for 40 minutes/day, three days/week, for 12 weeks. Sociodemographic information was collected and the outcome variables included were the Canadian Occupational Performance Measure (COPM) and the Participation Scale. A field diary was used to record the frequency of attendance and adherence of participants and an interview was conducted at the end of program. Results: There were significant and clinically-relevant statistical improvements in the COPM performance score (p < 0.001; CI = 1.29 − 4.858) and in the COPM satisfaction score (p < 0.001; CI = 1.37 − 5.124), with a difference greater than 4.28 points for performance and 4.58 points for satisfaction. The change in the scores for participation was statistically significant (p = 0.046), but there was no clinical improvement (dcohen = −0.596, CI = −1.862 − 0.671). The majority of participants reported more than 75% consecutive attendance of sessions and there was 100% adherence to the program. In the interviews, the participants described their post-stroke difficulties; how the video game motivated their engagement in rehabilitation; and the improvement of occupational performance and social participation after participating in the program. Conclusions: VR is a viable tool for the rehabilitation of stroke patients with functional gains, mainly regarding occupational performance and performance satisfaction.
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spelling Use of client-centered virtual reality in rehabilitation after stroke: a feasibility studyRehabilitationvirtual reality exposure therapyvideo gamesstrokepatient-centered careABSTRACT Patient-centered virtual reality (VR) programs could assist in the functional recovery of people after a stroke. Objectives: To analyze the feasibility of a rehabilitation protocol using client-centered VR and to evaluate changes in occupational performance and social participation. Methods: This was a mixed methods study. Ten subacute and chronic stroke patients participated in the rehabilitation program using games in non-immersive VR for 40 minutes/day, three days/week, for 12 weeks. Sociodemographic information was collected and the outcome variables included were the Canadian Occupational Performance Measure (COPM) and the Participation Scale. A field diary was used to record the frequency of attendance and adherence of participants and an interview was conducted at the end of program. Results: There were significant and clinically-relevant statistical improvements in the COPM performance score (p < 0.001; CI = 1.29 − 4.858) and in the COPM satisfaction score (p < 0.001; CI = 1.37 − 5.124), with a difference greater than 4.28 points for performance and 4.58 points for satisfaction. The change in the scores for participation was statistically significant (p = 0.046), but there was no clinical improvement (dcohen = −0.596, CI = −1.862 − 0.671). The majority of participants reported more than 75% consecutive attendance of sessions and there was 100% adherence to the program. In the interviews, the participants described their post-stroke difficulties; how the video game motivated their engagement in rehabilitation; and the improvement of occupational performance and social participation after participating in the program. Conclusions: VR is a viable tool for the rehabilitation of stroke patients with functional gains, mainly regarding occupational performance and performance satisfaction.Academia Brasileira de Neurologia - ABNEURO2019-09-01info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersiontext/htmlhttp://old.scielo.br/scielo.php?script=sci_arttext&pid=S0004-282X2019000900622Arquivos de Neuro-Psiquiatria v.77 n.9 2019reponame:Arquivos de neuro-psiquiatria (Online)instname:Academia Brasileira de Neurologiainstacron:ABNEURO10.1590/0004-282x20190103info:eu-repo/semantics/openAccessAramaki,Alberto LuizSampaio,Rosana FerreiraCavalcanti,AlessandraDutra,Fabiana Caetano Martins Silva eeng2019-09-19T00:00:00Zoai:scielo:S0004-282X2019000900622Revistahttp://www.scielo.br/anphttps://old.scielo.br/oai/scielo-oai.php||revista.arquivos@abneuro.org1678-42270004-282Xopendoar:2019-09-19T00:00Arquivos de neuro-psiquiatria (Online) - Academia Brasileira de Neurologiafalse
dc.title.none.fl_str_mv Use of client-centered virtual reality in rehabilitation after stroke: a feasibility study
title Use of client-centered virtual reality in rehabilitation after stroke: a feasibility study
spellingShingle Use of client-centered virtual reality in rehabilitation after stroke: a feasibility study
Aramaki,Alberto Luiz
Rehabilitation
virtual reality exposure therapy
video games
stroke
patient-centered care
title_short Use of client-centered virtual reality in rehabilitation after stroke: a feasibility study
title_full Use of client-centered virtual reality in rehabilitation after stroke: a feasibility study
title_fullStr Use of client-centered virtual reality in rehabilitation after stroke: a feasibility study
title_full_unstemmed Use of client-centered virtual reality in rehabilitation after stroke: a feasibility study
title_sort Use of client-centered virtual reality in rehabilitation after stroke: a feasibility study
author Aramaki,Alberto Luiz
author_facet Aramaki,Alberto Luiz
Sampaio,Rosana Ferreira
Cavalcanti,Alessandra
Dutra,Fabiana Caetano Martins Silva e
author_role author
author2 Sampaio,Rosana Ferreira
Cavalcanti,Alessandra
Dutra,Fabiana Caetano Martins Silva e
author2_role author
author
author
dc.contributor.author.fl_str_mv Aramaki,Alberto Luiz
Sampaio,Rosana Ferreira
Cavalcanti,Alessandra
Dutra,Fabiana Caetano Martins Silva e
dc.subject.por.fl_str_mv Rehabilitation
virtual reality exposure therapy
video games
stroke
patient-centered care
topic Rehabilitation
virtual reality exposure therapy
video games
stroke
patient-centered care
description ABSTRACT Patient-centered virtual reality (VR) programs could assist in the functional recovery of people after a stroke. Objectives: To analyze the feasibility of a rehabilitation protocol using client-centered VR and to evaluate changes in occupational performance and social participation. Methods: This was a mixed methods study. Ten subacute and chronic stroke patients participated in the rehabilitation program using games in non-immersive VR for 40 minutes/day, three days/week, for 12 weeks. Sociodemographic information was collected and the outcome variables included were the Canadian Occupational Performance Measure (COPM) and the Participation Scale. A field diary was used to record the frequency of attendance and adherence of participants and an interview was conducted at the end of program. Results: There were significant and clinically-relevant statistical improvements in the COPM performance score (p < 0.001; CI = 1.29 − 4.858) and in the COPM satisfaction score (p < 0.001; CI = 1.37 − 5.124), with a difference greater than 4.28 points for performance and 4.58 points for satisfaction. The change in the scores for participation was statistically significant (p = 0.046), but there was no clinical improvement (dcohen = −0.596, CI = −1.862 − 0.671). The majority of participants reported more than 75% consecutive attendance of sessions and there was 100% adherence to the program. In the interviews, the participants described their post-stroke difficulties; how the video game motivated their engagement in rehabilitation; and the improvement of occupational performance and social participation after participating in the program. Conclusions: VR is a viable tool for the rehabilitation of stroke patients with functional gains, mainly regarding occupational performance and performance satisfaction.
publishDate 2019
dc.date.none.fl_str_mv 2019-09-01
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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status_str publishedVersion
dc.identifier.uri.fl_str_mv http://old.scielo.br/scielo.php?script=sci_arttext&pid=S0004-282X2019000900622
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dc.language.iso.fl_str_mv eng
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dc.relation.none.fl_str_mv 10.1590/0004-282x20190103
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eu_rights_str_mv openAccess
dc.format.none.fl_str_mv text/html
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.9 2019
reponame:Arquivos de neuro-psiquiatria (Online)
instname:Academia Brasileira de Neurologia
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instname_str Academia Brasileira de Neurologia
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institution ABNEURO
reponame_str Arquivos de neuro-psiquiatria (Online)
collection Arquivos de neuro-psiquiatria (Online)
repository.name.fl_str_mv Arquivos de neuro-psiquiatria (Online) - Academia Brasileira de Neurologia
repository.mail.fl_str_mv ||revista.arquivos@abneuro.org
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