Abstract

Virtual Reality (VR) is expanding worldwide in education, training, gaming, and healthcare to achieve distinct outcomes. This paper aimed to identify to what extent physiotherapy based on mixed VR technology and occupational therapy serves the functionality of healthy subjects’ upper extremities; it also analyzed the benefits of this protocol for therapy guidelines in hand dexterity re-habilitation. Fifteen VR exergames and occupational therapy sessions were performed for 60 min in three weeks with a sample of sixteen people. The Jebsen Taylor Hand Function Test Scale (JTHFTS), Nine-Hole Peg test (9 Hole), Box and Blocks Test (BBT), and Timed Functional Test for the Arm and Shoulder (TFAST) were used for pre and post-therapy assessment. Linear regression was used to identify healthy subjects’ main tasks, predicting upper extremity dexterity. The results of pre- and post-exercise assessments suggested significant improvements for both upper extremities, dominant and non-dominant. BBT, the nine-hole peg test, and FAST showed significant differences in pre- and post-therapy, favoring prophylactical exercises. Hence, in the linear regression results for the dominant hand, five models emerged as potential predictors for upper extremity agility. The capacity to pick up large light objects seemed to bring the most critical influence on hand dexterity. However, regarding the non-dominant hand, the results suggested that writing ability was the most potent predictor of dexterity. In this respect, the protocol used in this research can be used as a guideline for further upper extremity dexterity training since VR exergames combined with occupational therapy can bring essential contributions to upper limb proprioception and dexterity functioning.

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