The Effect of Robot-Mediated Virtual Reality Gaming on Upper Limb Spasticity Poststroke: A Randomized-Controlled Trial

被引:16
作者
Abd El-Kafy, Ehab Mohamed [1 ]
Alshehri, Mansour Abdullah [1 ,2 ]
El-Fiky, Amir Abdel-Raouf [1 ]
Guermazi, Mohamad Abdelhamid [3 ]
Mahmoud, Hayam Mohamed [1 ,4 ]
机构
[1] Umm Al Qura Univ, Dept Phys Therapy, Mecca, Saudi Arabia
[2] Univ Queensland, Sch Hlth & Rehabil Sci, Brisbane, Qld, Australia
[3] King Abdul Aziz Hosp, Dept Rehabil Med, Jeddah, Saudi Arabia
[4] Cairo Univ, Fac Phys Therapy, Giza, Egypt
关键词
Virtual reality gaming; Stroke; Spasticity; Upper limb; Physiotherapy; UPPER EXTREMITY FUNCTION; MOTOR FUNCTION-TEST; FUNCTIONAL RECOVERY; STROKE PATIENTS; INTERRATER RELIABILITY; FORCE CONTROL; REHABILITATION; ENVIRONMENT; STRENGTH; THERAPY;
D O I
10.1089/g4h.2021.0197
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Objective: Stroke is a common reason for motor disability and is often associated with spasticity and poor motor function of the upper limbs involved. Spasticity management is important to accelerate motor recovery. The objective of this study was to investigate the effects of training with robot-mediated virtual reality gaming on upper limb spasticity and motor functions in individuals with chronic stroke.Materials and Methods: A total of 40 Saudi individuals with chronic stroke were involved in this study. Participants were randomly assigned to two groups. The experimental group received conventional physiotherapy and training with robot-mediated virtual reality gaming, and the control group received only conventional physiotherapy. Outcomes were measured by the Action Research Arm Test (ARAT), Wolf Motor Function Test (WMFT), WMFT-Time, Modified Ashworth Scale (MAS), Active Range of Motion (AROM) of multiple joints of the upper limb, and Handgrip Strength (HGS). The scores of all the outcome measures were recorded at baseline and after the completion of the treatment.Results: Individuals with stroke in the experimental group had a better improvement in most measured variables (AROM of shoulder abduction, elbow supination and wrist extension, WMFT-Time, HGS, ARAT, WMFT, and MAS) compared with the control group after the completion of the treatment. Both groups showed significant improvement in all the measured variables after completion of the treatment, except in MAS for wrist flexors in the control group.Conclusion: Training with robot-mediated virtual reality gaming was effective in modulating spasticity and improving the motor functions of the affected upper limbs in individuals with chronic stroke. This study was registered in ClinicalTrial.gov (NCT05069480).
引用
收藏
页码:93 / 103
页数:11
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