Use of client-centered virtual reality in rehabilitation after stroke: a feasibility study

Author:

Aramaki Alberto Luiz1ORCID,Sampaio Rosana Ferreira2ORCID,Cavalcanti Alessandra1ORCID,Dutra Fabiana Caetano Martins Silva e3ORCID

Affiliation:

1. Universidade Federal do Triângulo Mineiro, Brasil; Universidade Federal do Triângulo Mineiro, Brasil

2. Universidade Federal de Minas Gerais, Brasil

3. Universidade Federal do Triângulo Mineiro, Brasil; Universidade Federal do Triângulo Mineiro, Brasil; Universidade Federal do Triângulo Mineiro, Brasil

Abstract

ABSTRACT Patient-centered virtual reality (VR) programs could assist in the functional recovery of people after a stroke. Objectives: To analyze the feasibility of a rehabilitation protocol using client-centered VR and to evaluate changes in occupational performance and social participation. Methods: This was a mixed methods study. Ten subacute and chronic stroke patients participated in the rehabilitation program using games in non-immersive VR for 40 minutes/day, three days/week, for 12 weeks. Sociodemographic information was collected and the outcome variables included were the Canadian Occupational Performance Measure (COPM) and the Participation Scale. A field diary was used to record the frequency of attendance and adherence of participants and an interview was conducted at the end of program. Results: There were significant and clinically-relevant statistical improvements in the COPM performance score (p < 0.001; CI = 1.29 − 4.858) and in the COPM satisfaction score (p < 0.001; CI = 1.37 − 5.124), with a difference greater than 4.28 points for performance and 4.58 points for satisfaction. The change in the scores for participation was statistically significant (p = 0.046), but there was no clinical improvement (dcohen = −0.596, CI = −1.862 − 0.671). The majority of participants reported more than 75% consecutive attendance of sessions and there was 100% adherence to the program. In the interviews, the participants described their post-stroke difficulties; how the video game motivated their engagement in rehabilitation; and the improvement of occupational performance and social participation after participating in the program. Conclusions: VR is a viable tool for the rehabilitation of stroke patients with functional gains, mainly regarding occupational performance and performance satisfaction.

Publisher

FapUNIFESP (SciELO)

Subject

Neurology,Neurology (clinical)

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