Use of client-centered virtual reality in rehabilitation after stroke: a feasibility study
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...
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Published in | Arquivos de neuro-psiquiatria Vol. 77; no. 9; pp. 622 - 631 |
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Main Authors | , , , |
Format | Journal Article |
Language | English |
Published |
Brazil
Arquivos de Neuro-Psiquiatria
01.09.2019
Academia Brasileira de Neurologia - ABNEURO Academia Brasileira de Neurologia (ABNEURO) |
Subjects | |
Online Access | Get full text |
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Summary: | 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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Bibliography: | ObjectType-Article-2 SourceType-Scholarly Journals-1 ObjectType-Undefined-1 ObjectType-Feature-3 content type line 23 |
ISSN: | 0004-282X 1678-4227 1678-4227 |
DOI: | 10.1590/0004-282X20190103 |