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Effectiveness of virtual reality games as an adjunct in improving upper limb function and general health among stroke survivors.

Effectiveness of virtual reality games as an adjunct to usual physiotherapy care in improving upper limb strength, dexterity, sensory function, activities of daily living and quality of life among stroke survivors.

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12618000725268
Acronym
None
Enrollment
36
Registered
2018-05-02
Start date
2013-05-01
Completion date
2013-06-15
Last updated
2018-06-11

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 objective of this study was to examine the effectiveness of virtual reality (VR) games as an adjunct in improving upper limb (UL) function and general health among stroke survivors. This study involved 36 stroke survivors in both experimental and control groups with a mean age (SD) of 57(8.20) and 63(10.54) years respectively. The experimental group had 0.5 hours of UL VR games with 1.5 hours of usual physiotherapy care and the control group only received 2 hours of usual physiotherapy care. The experimental group (n=18) had 0.5 hours of upper limb (UL) virtual reality games (VRG) using Cy-Wee game controller and another 1.5 hours of usual physiotherapy care .The UL VRG was administered individually (one-on-one) to the participants with assistance from a physiotherapist for 0.5 hours. The VRG for experimental group comprised of playing games on a computer using a Cy-Wee Z game controller which was incorporated into a custom-made handlebar. Cy-Wee Z is a movement-based game controller which is quite similar to the Nintendo-Wii controller. Appropriate games selection provides various series of physical challenges such as stationary target-hitting games, moving target-hitting games and also sports games. All of the games required large cursor movements in both the horizontal and vertical direction to stimulate the movement of affected UL. The control group (n=18) continued with their 2 hours of individual usual physiotherapy care supervised by a physiotherapist. Each session comprised of stretching, strengthening, gait training, coordination, balance and functional exercises such as sit to stand and stairs climbing. There were no specific guidelines used for exercise programme in control group. The intervention for both groups was performed once a week for a continuous 8 weeks. Attendance checklist was taken to monitor participants’ adherence in this study. Outcome measures were Fugl-Meyer Assessment for Upper Extremities (FMA-UE), Wolf Motor Function Test (WMFT), Intrinsic Motivation Inventory (IMI), The Lawton of Instrumental Activities of Daily Living (IADL) and Stroke Impact Scale (SIS) assessed at baseline and 8 weeks post-intervention. Measurement of outcomes was carried out by an independent assessor at week 0 and week 8 of intervention with the use of standardized tools. The results showed a significant time-group interaction effect for IMI (F=8.84; p < 0.01), Lawton IADL (F=7.95; p = 0.01) and SIS domain of communication (F=4.85; p = 0.03). A significant time effect was found in FMA-UE, WMFT, Lawton IADL and SIS domains: Strength, ADL and stroke recovery. This result indicated improvement in UL motor ability, sensory function, instrumental ADL and quality of life in both groups. However, no significant group effect on all the outcome measures was demonstrated. In conclusion, replacing part of usual physiotherapy care time with VR games was equally effective compared with receiving only usual physiotherapy.

Interventions

This study involved 36 stroke survivors in both experimental and control groups. The experimental group (n=18) had 0.5 hours of upper limb (UL) virtual reality games (VRG) using Cy-Wee game controller and another 1.5 hours of standard physiotherapy exercises. The UL VRG was administered individually (one-on-one) to the participants with assistance from a physiotherapist for 0.5 hours. The VRG for experimental group comprised of playing games on a computer using a Cy-Wee Z game controller which

This study involved 36 stroke survivors in both experimental and control groups. The experimental group (n=18) had 0.5 hours of upper limb (UL) virtual reality games (VRG) using Cy-Wee game controller and another 1.5 hours of standard physiotherapy exercises. The UL VRG was administered individually (one-on-one) to the participants with assistance from a physiotherapist for 0.5 hours. The VRG for experimental group comprised of playing games on a computer using a Cy-Wee Z game controller which was incorporated into a custom-made handlebar. Cy-Wee Z is a movement-based game controller which is quite similar to the Nintendo-Wii controller. Appropriate games selection provides various series of physical challenges such as stationary target-hitting games, moving target-hitting games and also sports games. All of the games required large cursor movements in both the horizontal and vertical direction to stimulate the movement of affected UL. The intervention for experimental group was performed once a week for a continuous 8 weeks. Attendance checklist was taken to monitor participants’ adherence in this study. Outcome measures were Fugl-Meyer Assessment for Upper Extremities (FMA-UE), Wolf Motor Function Test (WMFT), Intrinsic Motivation Inventory (IMI), The Lawton of Instrumental Activities of Daily Living (IADL) and Stroke Impact Scale (SIS) assessed at baseline and 8 weeks post-intervention. Measurement of outcomes was carried out by an independent assessor at week 0 and week 8 of intervention with the use of standardised tools.

Sponsors

Universiti Kebangsaan Malaysia
Lead SponsorUniversity

Study design

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

Eligibility

Sex/Gender
All
Age
18 Years to No maximum
Healthy volunteers
No

Inclusion criteria

The inclusion criteria were the following: (1) stroke survivors (at least six months post-stroke), (2) age 18 years and above, (3) voluntary movement in their arm affected by stroke (Motor Assessment Scale of upper arm function score of at least 4 out of 6) and (4) able to participate in the VRG training without limitation (presently with good health and no self-reported orthopaedic, medical or painful conditions).

Exclusion criteria

Stroke survivors diagnosed with severe cognitive impairments were excluded from the study.

Outcome results

None listed

Source: ANZCTR · Data processed: Feb 4, 2026