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Investigation of Wii System Effectiveness on Stroke in Taiwan

In patients who have suffered a stroke, is virtual reality treatment (Wii) more effective than conventional rehabilitation in improving muscle electromyography performance?

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12612001129875
Enrollment
20
Registered
2012-10-23
Start date
2010-12-01
Completion date
Unknown
Last updated
2020-01-13

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Brief summary

This study was a randomized, single blind and placebo-controlled trial with four parallel groups receiving three-week treatments. Participants were assigned to one of four groups: 1) VR via Wii gaming; 2) conventional occupational therapy; 3) a placebo board game; 4) no treatment. The training effects were evaluated immediately after and four weeks after treatment. Electromyography activity and motivation inventory were the main and secondary outcome measurements. The hypothesis of the current study is that off-the-shelf virtual reality treatment imrpoves muscle activation perofrmance and treatment motivation.

Interventions

Group 1): the virtual reality group. Participants in the Wii group played publicly available software packages, such as Wii Sport Resort. Games were preselected according to each participant’s motor level, and the movement patterns used in the games were compatible with their conventional occupational therapy. The equipment used in the Wii group consisted of standard gadgets, including the Nintendo Wii console, four Wii controllers, four motion-plus controllers, a home projector and a screen. Th

Group 1): the virtual reality group. Participants in the Wii group played publicly available software packages, such as Wii Sport Resort. Games were preselected according to each participant’s motor level, and the movement patterns used in the games were compatible with their conventional occupational therapy. The equipment used in the Wii group consisted of standard gadgets, including the Nintendo Wii console, four Wii controllers, four motion-plus controllers, a home projector and a screen. The virtual reality treatment is supervised by an experienced occupational therapist. Treatment duration: three weeks (three sessions per week, one hour per session)

Sponsors

E-Da Hospital
Lead SponsorHospital

Study design

Allocation
Randomised controlled trial
Intervention model
Parallel
Primary purpose
Treatment
Masking
Blinded (masking used)

Eligibility

Sex/Gender
All
Age
20 Years to 80 Years
Healthy volunteers
No

Inclusion criteria

1) age 20 to 80 years; 2) evidence of a unilateral and first cerebral vascular accident confirmed either by a CT or an MRI head scan (ischemic or hemorrhagic); 3) onset of symptoms for at least six months; 4) ability to follow simple instructions with a Mini-Mental State Examination score greater than 24; 5) ability to produce active shoulder movements on the side of hemiparesis (Fugl-Meyer Assessment Scale greater than or equal to 21); 6) no obvious pain in the affected limb (visual analog scale less than 4); 7) minimal spasticity in the affected limb (Modified Ashworth Scale less than or equal to 2); 8) signed written informed consent before participation.

Exclusion criteria

1) uncontrolled hypertension (greater than 190/110 mm Hg); 2) unstable angina; 3) any history of seizure, except for febrile seizures during childhood; 4) carrying or having an implanted artificial pacemaker; 5) participation in other clinical trials; 6) inability to cooperate with research team due to cognitive or personal factors

Outcome results

None listed

Source: ANZCTR · Data processed: Feb 4, 2026