Purpose/Hypothesis: Millions of Americans live with the functional limitations and impairments stemming from a stroke (CVA) or spinal cord injury (SCI). Function is improved by intensive repetition, task specific activities, feedback and motivation. Virtual Reality (VR) offers an engaging environment that is repetitive, safe, motivating, and gives task-specific feedback. The use of VR based rehabilitation is new and numerous questions regarding efficacy remain. The purpose of this pilot study is to explore the use of a low-tech VR device (Sony PlayStation II Eye Toy®) in individuals with SCI and CVA. We hypothesized that this device would be effective and feasible in improving function in these individuals. Number of Subjects: SCI n = 5 CVA n = 2. Materials/Methods: This device uses video capture software that allows the subject to see themselves on their television screen while interacting with various games with balance, reaching and cognitive demands. Training consisted of playing “games” on the “PS II Eye Toy”. Subjects trained between 1–2 hours/day, 3–5 sessions/week, for 20 sessions. All subjects kept daily logs of the game played, duration, response, rate of perceived exertion, and “presence” felt by the virtual environment. Since we were unsure how this training would impact the subjects, a broad spectrum of outcomes addressing all levels of the disablement/enablement model were used (Ashworth, Fugl Meyer, Beck Depression, Functional Reach, Upper Extremity Functional Index, Barthel, Berg Balance Test, Dynamic Gait, Mini Mental Status Exam, Timed Up and Go, 6 Minute Walk (push) Test, and Motor Activity Log). Subjects with SCI pushed their wheelchair for the 6 minute walk test. All subjects completed a number of outcomes; however, outcomes were selected based on each participants unique ability level. All subjects were tested before and after completion of training. Results: The participants reported enjoying a number of games including “Boxing”, “Table Tennis”, “Mr. Chef”, “Music”, “Billiards”, and “Kung-Fu”. Outcomes with significant differences include: Beck Depression Test (p=0.03), Dynamic Gait (p=0.02), 6-Minute Walk test (p=0.03), and Functional Reach approached statistical significance at p=0.07. The remaining outcomes are not significantly different yet show trends toward improvement from pre-to post-test. Conclusions: While more research remains, early evidence suggests that the low cost VR games are effective and feasible in improving function in individuals with CVA and SCI. Clinical Relevance: Home exercise programs are often boring, tedious and with low compliance. With continued limited resources in health care, physical therapists are challenged to develop training regimes that are beneficial in improving function while being low cost, enjoyable, motivating and fun. The “Eye Toy” may be a simple solution in that subjects demonstrated significant improvements in function after 20 training sessions and reported enjoying playing the games. A number of subjects purchased the game in an attempt to continue making gains in function.
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