Virtual rehabilitation via Nintendo Wii® and conventional physical therapy effectively treat post-stroke hemiparetic patients

Abstract Background: The Nintendo® Wii is a simple and affordable virtual therapy alternative. It may be used at home, and it is a motivating recreational activity that provides continuous feedback. However, studies comparing the use of the Nintendo® Wii to conventional physical therapy are needed. Objective: To compare the effect of a rehabilitation treatment using the Nintendo® Wii (NW) with conventional physical therapy (CPT) to improve the sensorimotor function and quality of life for post-stroke hemiparetic patients. Methods: The present study applied a randomized, blind, and controlled clinical trial. In total, 30 patients with post-stroke hemiparesis were evaluated. A total of 15 patients were randomly assigned to each group. The SF-36 quality of life and Fugl–Meyer scales were used to evaluate the patients. Results: After treatment, the only variable that differed between the groups was the physical functioning domain of the SF-36 in the group that received conventional physical therapy. A significant difference was observed between both groups before and after treatment in terms of the following Fugl–Meyer scale items: passive movement and pain, motor function of the upper limbs (ULs), and balance. The CPT group also showed a significant difference with regard to their UL and lower limb (LL) coordination. The SF-36 scale analysis revealed a significant difference within both groups with regard to the following domains: physical functioning, role limitation due to physical aspects, vitality, and role limitation due to emotional aspects. The NW group also exhibited a significant difference in the mental health domain. The results indicate that both approaches improved the patients' performance in a similar manner. Conclusion: Virtual rehabilitation using the Nintendo Wii® and CPT both effectively treat post-stroke hemiparetic patients by improving passive movement and pain scores, motor function of the upper limb, balance, physical functioning, vitality, and the physical and emotional aspects of role functioning.

[1]  G. Kwakkel,et al.  What Is the Evidence for Physical Therapy Poststroke? A Systematic Review and Meta-Analysis , 2014, PloS one.

[2]  Gustavo Saposnik,et al.  Stroke in South America: a systematic review of incidence, prevalence, and stroke subtypes. , 2003, Stroke.

[3]  F Nicoli,et al.  INTERNAL CAROTID ARTERY DISSECTION OCCURRING DURING INTENSIVE PRACTICE WITH WII® VIDEO SPORTS GAMES , 2009, Neurology.

[4]  Rachel Proffitt,et al.  Development of an Interactive Game-Based Rehabilitation Tool for Dynamic Balance Training , 2010, Topics in stroke rehabilitation.

[5]  S. Page,et al.  Game-Based, Portable, Upper Extremity Rehabilitation in Chronic Stroke , 2011, Topics in stroke rehabilitation.

[6]  M. Woollacott,et al.  Motor Control: Translating Research into Clinical Practice , 2006 .

[7]  P. D. De Almeida,et al.  [Study of the quality of life in people with traumatic spinal cord injury]. , 2006, Arquivos de neuro-psiquiatria.

[8]  Edja Solange Souza Rangel,et al.  Qualidade de vida de pacientes com acidente vascular cerebral em reabilitação , 2013 .

[9]  Mark Hallett,et al.  Cortical reorganization and associated functional motor recovery after virtual reality in patients with chronic stroke: an experimenter-blind preliminary study. , 2005, Archives of physical medicine and rehabilitation.

[10]  P. Tonin,et al.  Satisfaction with care in post-stroke patients undergoing a telerehabilitation programme at home , 2008, Journal of telemedicine and telecare.

[11]  A. Betker,et al.  Game-based Exercises for Dynamic Short-Sitting Balance Rehabilitation of People With Chronic Spinal Cord and Traumatic Brain Injuries , 2007, Physical Therapy.

[12]  P. Almeida,et al.  Estudo da qualidade de vida em pessoas com lesão medular traumática , 2006 .

[13]  P. McNulty,et al.  Wii-based movement therapy to promote improved upper extremity function post-stroke: a pilot study. , 2011, Journal of rehabilitation medicine.

[14]  Hamid Bateni,et al.  Changes in balance in older adults based on use of physical therapy vs the Wii Fit gaming system: a preliminary study. , 2012, Physiotherapy.

[15]  Maureen K. Holden,et al.  Virtual Environments for Motor Rehabilitation: Review , 2005, Cyberpsychology Behav. Soc. Netw..

[16]  Jeonghun Ku,et al.  A Data Glove with Tactile Feedback for fMRI of Virtual Reality Experiments , 2003, Cyberpsychology Behav. Soc. Netw..

[17]  M. Woollacott,et al.  Comprar Motor Control. Translating Research Into Clinical Practice (International Edition) 5th Ed. | Anne Shumway-Cook | 9781496347725 | Lippincott Williams & Wilkins , 2016 .

[18]  P. Tonin,et al.  Virtual reality for the rehabilitation of the upper limb motor function after stroke: a prospective controlled trial , 2013, Journal of NeuroEngineering and Rehabilitation.

[19]  P. Mckenna,et al.  A Wii™-Related Clay-Shoveler's Fracture , 2009, TheScientificWorldJournal.

[20]  Afonso Shiguemi Inoue Salgado,et al.  Análise do equilíbrio em pacientes hemiparéticos após o treino com o programa Wii Fit , 2011 .

[21]  W. McIlroy,et al.  Effectiveness of Virtual Reality Using Wii Gaming Technology in Stroke Rehabilitation: A Pilot Randomized Clinical Trial and Proof of Principle , 2010, Stroke.

[22]  K. Sunnerhagen,et al.  Virtual reality and haptics as a training device for movement rehabilitation after stroke: a single-case study. , 2004, Archives of Physical Medicine and Rehabilitation.

[23]  B. Hammig,et al.  Case Report: Injuries Associated with Interactive Game Consoles: Preliminary Data , 2009, The Physician and sportsmedicine.

[24]  Byung Ho Jung,et al.  Clinical Feasibility of Interactive Commercial Nintendo Gaming for Chronic Stroke Rehabilitation , 2012 .

[25]  Andrew D Cowley,et al.  Watch out for Wii shoulder , 2008, BMJ : British Medical Journal.

[26]  Francine Malouin,et al.  A Treadmill and Motion Coupled Virtual Reality System for Gait Training Post-Stroke , 2006, Cyberpsychology Behav. Soc. Netw..