Effects of an Interactive Computer Exercise Programs on Balance Performance in People with Chronic Stroke

2012 
PurposeThe purpose of this study was to examine the feasibility and efficiency of balance training program through an interactive video game regimen in people with chronic stroke.MethodsThirty patients with chronic hemiparetic stroke were recruited. Participants were randomly assigned to either a control group (n=15) or an experimental group (n=15). The control group received the general physical therapy including of strengthening and balance exercise five times a week whereas the experimental group received a program of balance exercise with video game play based on virtual reality as well as the same typical physical therapy. The experimental group received 6 sessions for four weeks. Each session was given 5 minutes. An interactive computer game exercise regimen lasted 30 minutes without rest periods. Outcome measures for weight transfer to paretic side, non-paretic side and sit-squat-speed, sit-squat-length, sit-to-stand- speed and sit-to-stand-area for the control group (n=15) and experimental group (n=15) before and after treatment were obtained by using the biorescure. ResultsOutcomes demonstrated significant improvement in the experimental group compared with the control group in weight transfer to paretic side, non-paretic side and sit-squat-speed, sit-squat-length, sit-to-stand-speed. No significant training effect was showed in sit-to-stand-area between pretraining and post-training.ConclusionAn interactive computer game exercise based on task oriented approach for balance in chronic stroke were feasible. In other words, This regimen resulted in a greater improvement in dynamic balance for 교신저자백일훈, E-mail: b101h@hanmail.net 논문접수일2012년 02월 16일 / 수정접수일2012년 02월 18일 / 게재승인일2012년 02월 24일
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