Abstract

The video game-based therapy emerged as a potential valid tool in improving balance in several neurological conditions with controversial results, whereas little information is available regarding the use of this therapy in subacute stroke patients. The aim of this study was to investigate the efficacy of balance training using video game-based intervention on functional balance and disability in individuals with hemiparesis due to stroke in subacute phase. Fifty adult stroke patients participated to the study: 25 subjects were randomly assigned to balance training with Wii Fit, and the other 25 subjects were assigned to usual balance therapy. Both groups were also treated with conventional physical therapy (40 min 2 times/day). The main outcome was functional balance (Berg Balance Scale-BBS), and secondary outcomes were disability (Barthel Index-BI), walking ability (Functional Ambulation Category), and walking speed (10-meters walking test). Wii Fit training was more effective than usual balance therapy in improving balance (BBS: 53 versus 48, P = 0.004) and independency in activity of daily living (BI: 98 versus 93, P = 0.021). A balance training performed with a Wii Fit as an add on to the conventional therapy was found to be more effective than conventional therapy alone in improving balance and reducing disability in patients with subacute stroke.

Highlights

  • In recent years, the video game-based therapy with commercial consoles was commonly adopted in both research and clinical settings [1]

  • A balance training performed with a Wii Fit as an add on to the conventional therapy was found to be more effective than conventional therapy alone in improving balance and reducing disability in patients with subacute stroke

  • There is a lack of information regarding the efficacy of video game-based therapy and virtual reality training in rehabilitation, the high diffusion and the low cost of the commercial consoles are the main reasons for the increased attention reserved to their use in clinical and research settings [5]

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Summary

Introduction

The video game-based therapy with commercial consoles was commonly adopted in both research and clinical settings [1]. There is a lack of information regarding the efficacy of video game-based therapy and virtual reality training in rehabilitation, the high diffusion and the low cost of the commercial consoles are the main reasons for the increased attention reserved to their use in clinical and research settings [5]. The virtual reality and video game-based therapy offer the advantage of training the patients in some goal-oriented tasks that can be repeated several times [6] in the context of an enriched environment that gives the possibility of solving both cognitive and motor tasks and of learning new skills [7]. Little evidence is available in patients with residual disability and balance

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