چکیده:
Objectives: Balance disorder is one of the most common problems after stroke causes falling and fear of falling in some patients. The balance based video games are newly used in people with motor problems. It is very important to use different interventions for balance issues. The aim of this study is to determine the effectiveness of videogame on balance and fear of falling in one participant. Methods: This experimental study was done in a single subject system, A-B design for one patient with chronic stroke. This method including repetitive measures conducted in two phases, baseline and then twelve intervention sessions. Berg Balance Scale, Timed up and go, Functional Reach, the maximum weight bearing in different directions and the deviation from center were conducted for balance assessing. Fear of falling questionnaire was used to assess fear of falling. Analysis of results was done by C-statistic, Bayesian factor, Mann Whitney U, and visual analysis graphs. Results: The results showed significant improvement for balance skills, the maximum force produced by lower extremities and reducing fear of falling parameters. But the deviation from center graphs did not showed distinct pattern. Discussion: All analysis confirmed the efficacy of videogames on balance skills and fear of falling improvement. However, the deviation from center did not show improvement and it seems to need more studies.
خلاصه ماشینی:
Iranian Rehabilitation Journal, Vol. 13, Issue 1, Spring 2015 Original Article Effectiveness of Videogames on Balance and Fear of Falling in Chronic Stroke Patient Neshat Rahimi S.
Monfared; Afsoon Hassani Mehraban*; Samira Boroumand Iran University of Medical Sciences, Tehran, Iran Balance disorder is one of the most common problems after stroke causes falling and fear of falling in some patients.
Sheryl et al, reported significant efficacy of videogames on falling risk reduction and motor planning improvement in one stroke patient following playstation2 usage, but not mentioned fear of falling decrease (32).
The aim of this study was investigating the feasibility and effect of videogames, as a part of virtual reality, in postural control and fear of falling in one chronic stroke patient.
Results Visual analysis, C-statistic and Man-Whitney-U were used to assess the effect of videogames on balance and fear of falling.
Changes in BBS and FES-I scores in 3 assessments BBS: berg balance scale FES: fear efficacy scale-inventory Based on figure (1), the acceleration line of FR test in intervention phase shows steep slope compared with baseline phase .
Discussion In the current study conducted with the aim of investigating of therapeutic use of videogames in a chronic stroke patient therapy, the results showed improvement of balance skills and reduction of fear of falling .
Conclusion The current study, conducted in a single subject design (AB), showed the improvement of balance and fear of falling after use of videogames in a chronic stroke patient.
Effectiveness of virtual reality in balance training in stroke rehabilitation: A pilot study.