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Virtual reality balance games as an addition to standard physiotherapy for community-dwelling stroke survivors.

Virtual reality balance games as an adjunct to standard physiotherapy to improve physical function and activities of daily living for community-dwelling stroke survivors.

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12613000478718
Enrollment
54
Registered
2013-04-30
Start date
2012-06-04
Completion date
2012-06-29
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

The aim of the study was to evaluate the effectiveness of virtual reality games as an adjunct to standard physiotherapy in improving physical function and activities of daily living among community dwelling stroke survivors.

Interventions

Standard physiotherapy (1.5 hours) and virtual reality(VR) balance games (0.5 hours), 2 sessions per week of for 6 continuous weeks). A group exercise therapy conducted by a physiotherapist. This session comprised of self stretching exercises, strengthening exercises using strap-on weights and therabands, coordination and balance exercises such as standing on a foam and ball passing in multi directions; functional exercises such as sit to stand; and endurance training such as walking. After thi

Standard physiotherapy (1.5 hours) and virtual reality(VR) balance games (0.5 hours), 2 sessions per week of for 6 continuous weeks). A group exercise therapy conducted by a physiotherapist. This session comprised of self stretching exercises, strengthening exercises using strap-on weights and therabands, coordination and balance exercises such as standing on a foam and ball passing in multi directions; functional exercises such as sit to stand; and endurance training such as walking. After this group therapy , the experimental group received 30 minutes of VR balance games in addition to 1.5 hours of standard group exercise therapy. The VR games performed were Balance Bubble using Nintendo® Wii Fit Plus with Balance board and Rally Ball using Xbox 360 Kinect for 15 minutes each. These games were selected as they resembled dynamic balance exercises performed in standard exercise therapy. Participants were allowed a practice session before the first therapy session for familiarisation. A therapy assistant supervised the participants performing the VR games on a one to one basis. Progression was based on the participants’ performance progressing to a more difficult and advanced levels on the Balance Bubble game. Participants who scored a gold medal on the Rally ball game were progressed to Reflex Ridge game on Xbox 360 Kinect.

Sponsors

Universiti Kebangsaan Malaysia
Lead SponsorUniversity

Study design

Allocation
Non-randomised trial
Intervention model
Parallel
Primary purpose
Treatment
Masking
Blinded (masking used) (Outcomes Assessor)

Eligibility

Sex/Gender
All
Age
55 Years to 85 Years
Healthy volunteers
No

Inclusion criteria

Stroke survivors (at least six months post stroke), aged 55 and above, walking independently with or without a walking aid and able to stand for at least 30 minutes .

Exclusion criteria

severe cognitive impairments (Mini Mental State Examination score less than 17), taking any prescribed drugs that could potentially affect physical function and balance (such as corticosteroids, antipsychotic orantidepressants), having any medical illness that limit participation in intensive exercise programs.

Outcome results

None listed

Source: ANZCTR · Data processed: Mar 10, 2026