Feasibility of training using full immersion virtual reality video game in young stroke survivor: A case report

Author:

Park SuHo1,Lee DongGeon2,Hong SoungKyun3,Cho KiHun4,Lee GyuChang5

Affiliation:

1. Rehabilitation Unit, Barunmom M Training Center, Changwon, South Korea

2. Rehabilitation Center, Shinsegae Nursing Care Hospital, Changwon, South Korea

3. Sports Rehabilitation Center, Haeundae Bumin Hospital, Pusan, South Korea

4. Department of Physical Therapy, Korea National University of Transportation, Jeungpyeong, Republic of Korea

5. Department of Physical Therapy, Kyungnam University, Changwon, Republic of Korea

Abstract

BACKGROUND: With the recent developments in science, full-immersion virtual reality devices have been developed, which may have feasibility for stroke rehabilitation. OBJECTIVE: This case report investigated the feasibility of training using a full-immersion virtual reality video game for improving motor function, balance, and gait in a young stroke survivor. METHOD: The case was a 27-year-old woman with stroke. A training using full-immersion virtual reality video game (Sony PlayStation®VR) was performed for 30 minutes per session, 3 sessions per week, for 6 weeks, with a total of 18 sessions. Before training and at each training for 6 weeks, with a total of 19 times, the motor function, balance, and gait were assessed using the Motor Assessment Scale (MAS), Berg Balance Scale (BBS), Timed Up and Go (TUG) Test, and Tinetti Balance Assessment, 10 Meter Walk Test (10MWT), Tinetti Gait Assessment, and Dynamic Gait Index (DGI). RESULTS: During the training, there were no adverse events reported. The case achieved 14 points higher than the pre-assessment with 34 points on the MAS, 16 points higher than the pre-assessment with 48 points on BBS, 6.85 sec lower than the pre-assessment, with 13.58 sec on TUG, 5 points higher than the pre-assessment with 13 points on the Tinetti Balance Assessment, 5.36 sec lower than the pre-assessment, with 8.15 sec on the 10MWT, 4 points higher than the pre-assessment with 10 points on the Tinetti Gait Assessment, and 10 points higher than the pre-assessment with 21 points on the DGI. CONCLUSION: This case report suggests that training using a full-immersion virtual reality video game may be a safe and effective method to improve motor function, balance, and gait in a young stroke survivor.

Publisher

IOS Press

Subject

Neurology (clinical),Rehabilitation,Physical Therapy, Sports Therapy and Rehabilitation

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