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

Detalhes bibliográficos
Autor(a) principal: Alberto Luiz Aramaki
Data de Publicação: 2019
Outros Autores: Rosana Ferreira Sampaio, Ana Caroline Silva Reis, Alessandra Cavalcanti, Fabiana Caetano Martins Silva e Dutra
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Institucional da UFMG
Texto Completo: https://doi.org/10.1590/0004-282X20190025
http://hdl.handle.net/1843/42595
http://orcid.org/0000-0002-1740-6686
http://orcid.org/0000-0002-4775-9650
http://orcid.org/0000-0001-6943-2600
http://orcid.org/0000-0002-2306-2031
http://orcid.org/0000-0003-3295-1583
Resumo: 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 2022-06-22T15:21:36Z2022-06-22T15:21:36Z2019-04774268278https://doi.org/10.1590/0004-282X201900251678-4227http://hdl.handle.net/1843/42595http://orcid.org/0000-0002-1740-6686http://orcid.org/0000-0002-4775-9650http://orcid.org/0000-0001-6943-2600http://orcid.org/0000-0002-2306-2031http://orcid.org/0000-0003-3295-1583Objective: 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.Objetivo: Descrever os protocolos de intervenção utilizando sistemas de vídeo game comerciais como realidade virtual (RV) na reabilitação de pacientes após AVE. Método: Revisão integrativa usando os descritores “reabilitação”, “terapia de exposição a realidade virtual” e “videogames”, nas bases de dados LILACS e PUBMED, e artigos publicados entre 2011 e 2018. Resultados: Foram encontrados 1.396, excluídos 1.383 e selecionados 13 artigos. A maioria era ensaio clínico aleatorizado publicados a partir de 2014. O tamanho da amostra variou de 5 a 47 participantes adultos ou adultos e idosos com AVE crônico. O Nintendo Wii® foi o videogame mais empregado. A intervenção constava de duas ou três sessões semanais, com duração de 30 ou 60 minutos por um período de duas a 12 semanas. Equilíbrio, função motora de membro superior, qualidade de vida e atividade de vida diária foram os principais desfechos. Empregou-se principalmente Escala Fugl-Meyer, Escala de Equilíbrio de Berg, teste Timed Up and Go, Índice de Barthel e SF-36 como medidas de desfecho. Conclusões: Os estudos indicaram melhora do equilíbrio dinâmico, função motora de membro superior e qualidade de vida após reabilitação usando RV. A RV se mostrou mais eficaz que tratamentos convencionais para o desfecho equilíbrio dinâmico. Dois estudos não encontraram mudanças no equilíbrio estático e atividade de vida diária. Observou-se maior foco em desfechos relacionados a aspectos físicos e qualidade de vida, em população com AVE crônico e protocolo com maior duração e menor intensidade. Poucos estudos voltados para efeitos imediatos da RV, desempenho em atividades de vida diária e participação social.engUniversidade Federal de Minas GeraisUFMGBrasilEEF - DEPARTAMENTO DE FISIOTERAPIAArquivos de Neuro-PsiquiatriaAcidente vascular cerebral - ReabilitaçãoRealidade virtual na terapiaVideo gamesRehabilitationVirtual reality exposure therapyVideo gamesStrokeVirtual reality in the rehabilitation of patients with stroke: an integrative reviewRealidade virtual na reabilitação de pacientes após acidente vascular cerebral: uma revisão integrativainfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articlehttps://www.scielo.br/j/anp/a/cxHGxdMcxbPg5JHbwsJW8sy/?lang=en#ModalTutorsAlberto Luiz AramakiRosana Ferreira SampaioAna Caroline Silva ReisAlessandra CavalcantiFabiana Caetano Martins Silva e Dutraapplication/pdfinfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFMGinstname:Universidade Federal de Minas Gerais (UFMG)instacron:UFMGLICENSELicense.txtLicense.txttext/plain; charset=utf-82042https://repositorio.ufmg.br/bitstream/1843/42595/1/License.txtfa505098d172de0bc8864fc1287ffe22MD51ORIGINALVirtual reality in the rehabilitation of patients with stroke.pdfVirtual reality in the rehabilitation of patients with stroke.pdfapplication/pdf380194https://repositorio.ufmg.br/bitstream/1843/42595/2/Virtual%20reality%20in%20the%20rehabilitation%20of%20patients%20with%20stroke.pdf7a01ee4ca126816881800e68d4c3af89MD521843/425952022-06-22 12:21:36.88oai:repositorio.ufmg.br:1843/42595TElDRU7vv71BIERFIERJU1RSSUJVSe+/ve+/vU8gTu+/vU8tRVhDTFVTSVZBIERPIFJFUE9TSVTvv71SSU8gSU5TVElUVUNJT05BTCBEQSBVRk1HCiAKCkNvbSBhIGFwcmVzZW50Ye+/ve+/vW8gZGVzdGEgbGljZW7vv71hLCB2b2Pvv70gKG8gYXV0b3IgKGVzKSBvdSBvIHRpdHVsYXIgZG9zIGRpcmVpdG9zIGRlIGF1dG9yKSBjb25jZWRlIGFvIFJlcG9zaXTvv71yaW8gSW5zdGl0dWNpb25hbCBkYSBVRk1HIChSSS1VRk1HKSBvIGRpcmVpdG8gbu+/vW8gZXhjbHVzaXZvIGUgaXJyZXZvZ++/vXZlbCBkZSByZXByb2R1emlyIGUvb3UgZGlzdHJpYnVpciBhIHN1YSBwdWJsaWNh77+977+9byAoaW5jbHVpbmRvIG8gcmVzdW1vKSBwb3IgdG9kbyBvIG11bmRvIG5vIGZvcm1hdG8gaW1wcmVzc28gZSBlbGV0cu+/vW5pY28gZSBlbSBxdWFscXVlciBtZWlvLCBpbmNsdWluZG8gb3MgZm9ybWF0b3Mg77+9dWRpbyBvdSB277+9ZGVvLgoKVm9j77+9IGRlY2xhcmEgcXVlIGNvbmhlY2UgYSBwb2zvv710aWNhIGRlIGNvcHlyaWdodCBkYSBlZGl0b3JhIGRvIHNldSBkb2N1bWVudG8gZSBxdWUgY29uaGVjZSBlIGFjZWl0YSBhcyBEaXJldHJpemVzIGRvIFJJLVVGTUcuCgpWb2Pvv70gY29uY29yZGEgcXVlIG8gUmVwb3NpdO+/vXJpbyBJbnN0aXR1Y2lvbmFsIGRhIFVGTUcgcG9kZSwgc2VtIGFsdGVyYXIgbyBjb250Ze+/vWRvLCB0cmFuc3BvciBhIHN1YSBwdWJsaWNh77+977+9byBwYXJhIHF1YWxxdWVyIG1laW8gb3UgZm9ybWF0byBwYXJhIGZpbnMgZGUgcHJlc2VydmHvv73vv71vLgoKVm9j77+9IHRhbWLvv71tIGNvbmNvcmRhIHF1ZSBvIFJlcG9zaXTvv71yaW8gSW5zdGl0dWNpb25hbCBkYSBVRk1HIHBvZGUgbWFudGVyIG1haXMgZGUgdW1hIGPvv71waWEgZGUgc3VhIHB1YmxpY2Hvv73vv71vIHBhcmEgZmlucyBkZSBzZWd1cmFu77+9YSwgYmFjay11cCBlIHByZXNlcnZh77+977+9by4KClZvY++/vSBkZWNsYXJhIHF1ZSBhIHN1YSBwdWJsaWNh77+977+9byDvv70gb3JpZ2luYWwgZSBxdWUgdm9j77+9IHRlbSBvIHBvZGVyIGRlIGNvbmNlZGVyIG9zIGRpcmVpdG9zIGNvbnRpZG9zIG5lc3RhIGxpY2Vu77+9YS4gVm9j77+9IHRhbWLvv71tIGRlY2xhcmEgcXVlIG8gZGVw77+9c2l0byBkZSBzdWEgcHVibGljYe+/ve+/vW8gbu+/vW8sIHF1ZSBzZWphIGRlIHNldSBjb25oZWNpbWVudG8sIGluZnJpbmdlIGRpcmVpdG9zIGF1dG9yYWlzIGRlIG5pbmd177+9bS4KCkNhc28gYSBzdWEgcHVibGljYe+/ve+/vW8gY29udGVuaGEgbWF0ZXJpYWwgcXVlIHZvY++/vSBu77+9byBwb3NzdWkgYSB0aXR1bGFyaWRhZGUgZG9zIGRpcmVpdG9zIGF1dG9yYWlzLCB2b2Pvv70gZGVjbGFyYSBxdWUgb2J0ZXZlIGEgcGVybWlzc++/vW8gaXJyZXN0cml0YSBkbyBkZXRlbnRvciBkb3MgZGlyZWl0b3MgYXV0b3JhaXMgcGFyYSBjb25jZWRlciBhbyBSZXBvc2l077+9cmlvIEluc3RpdHVjaW9uYWwgZGEgVUZNRyBvcyBkaXJlaXRvcyBhcHJlc2VudGFkb3MgbmVzdGEgbGljZW7vv71hLCBlIHF1ZSBlc3NlIG1hdGVyaWFsIGRlIHByb3ByaWVkYWRlIGRlIHRlcmNlaXJvcyBlc3Tvv70gY2xhcmFtZW50ZSBpZGVudGlmaWNhZG8gZSByZWNvbmhlY2lkbyBubyB0ZXh0byBvdSBubyBjb250Ze+/vWRvIGRhIHB1YmxpY2Hvv73vv71vIG9yYSBkZXBvc2l0YWRhLgoKQ0FTTyBBIFBVQkxJQ0Hvv73vv71PIE9SQSBERVBPU0lUQURBIFRFTkhBIFNJRE8gUkVTVUxUQURPIERFIFVNIFBBVFJPQ++/vU5JTyBPVSBBUE9JTyBERSBVTUEgQUfvv71OQ0lBIERFIEZPTUVOVE8gT1UgT1VUUk8gT1JHQU5JU01PLCBWT0Pvv70gREVDTEFSQSBRVUUgUkVTUEVJVE9VIFRPRE9TIEUgUVVBSVNRVUVSIERJUkVJVE9TIERFIFJFVklT77+9TyBDT01PIFRBTULvv71NIEFTIERFTUFJUyBPQlJJR0Hvv73vv71FUyBFWElHSURBUyBQT1IgQ09OVFJBVE8gT1UgQUNPUkRPLgoKTyBSZXBvc2l077+9cmlvIEluc3RpdHVjaW9uYWwgZGEgVUZNRyBzZSBjb21wcm9tZXRlIGEgaWRlbnRpZmljYXIgY2xhcmFtZW50ZSBvIHNldSBub21lKHMpIG91IG8ocykgbm9tZXMocykgZG8ocykgZGV0ZW50b3IoZXMpIGRvcyBkaXJlaXRvcyBhdXRvcmFpcyBkYSBwdWJsaWNh77+977+9bywgZSBu77+9byBmYXLvv70gcXVhbHF1ZXIgYWx0ZXJh77+977+9bywgYWzvv71tIGRhcXVlbGFzIGNvbmNlZGlkYXMgcG9yIGVzdGEgbGljZW7vv71hLgo=Repositório de PublicaçõesPUBhttps://repositorio.ufmg.br/oaiopendoar:2022-06-22T15:21:36Repositório Institucional da UFMG - Universidade Federal de Minas Gerais (UFMG)false
dc.title.pt_BR.fl_str_mv Virtual reality in the rehabilitation of patients with stroke: an integrative review
dc.title.alternative.pt_BR.fl_str_mv Realidade virtual na reabilitação de pacientes após acidente vascular cerebral: uma revisão integrativa
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
Alberto Luiz Aramaki
Rehabilitation
Virtual reality exposure therapy
Video games
Stroke
Acidente vascular cerebral - Reabilitação
Realidade virtual na terapia
Video games
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 Alberto Luiz Aramaki
author_facet Alberto Luiz Aramaki
Rosana Ferreira Sampaio
Ana Caroline Silva Reis
Alessandra Cavalcanti
Fabiana Caetano Martins Silva e Dutra
author_role author
author2 Rosana Ferreira Sampaio
Ana Caroline Silva Reis
Alessandra Cavalcanti
Fabiana Caetano Martins Silva e Dutra
author2_role author
author
author
author
dc.contributor.author.fl_str_mv Alberto Luiz Aramaki
Rosana Ferreira Sampaio
Ana Caroline Silva Reis
Alessandra Cavalcanti
Fabiana Caetano Martins Silva e Dutra
dc.subject.por.fl_str_mv Rehabilitation
Virtual reality exposure therapy
Video games
Stroke
topic Rehabilitation
Virtual reality exposure therapy
Video games
Stroke
Acidente vascular cerebral - Reabilitação
Realidade virtual na terapia
Video games
dc.subject.other.pt_BR.fl_str_mv Acidente vascular cerebral - Reabilitação
Realidade virtual na terapia
Video games
description 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.issued.fl_str_mv 2019-04
dc.date.accessioned.fl_str_mv 2022-06-22T15:21:36Z
dc.date.available.fl_str_mv 2022-06-22T15:21:36Z
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/1843/42595
dc.identifier.doi.pt_BR.fl_str_mv https://doi.org/10.1590/0004-282X20190025
dc.identifier.issn.pt_BR.fl_str_mv 1678-4227
dc.identifier.orcid.pt_BR.fl_str_mv http://orcid.org/0000-0002-1740-6686
http://orcid.org/0000-0002-4775-9650
http://orcid.org/0000-0001-6943-2600
http://orcid.org/0000-0002-2306-2031
http://orcid.org/0000-0003-3295-1583
url https://doi.org/10.1590/0004-282X20190025
http://hdl.handle.net/1843/42595
http://orcid.org/0000-0002-1740-6686
http://orcid.org/0000-0002-4775-9650
http://orcid.org/0000-0001-6943-2600
http://orcid.org/0000-0002-2306-2031
http://orcid.org/0000-0003-3295-1583
identifier_str_mv 1678-4227
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dc.publisher.initials.fl_str_mv UFMG
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv EEF - DEPARTAMENTO DE FISIOTERAPIA
publisher.none.fl_str_mv Universidade Federal de Minas Gerais
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