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Use of Virtual Reality Games for the Treatment of Balance and Reducing the Occurrence of Falls in Patients After Stroke

Therapeutic Effect of Virtual Reality in Patients After Stroke

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT02475083
Enrollment
30
Registered
2015-06-18
Start date
2014-01-31
Completion date
2014-12-31
Last updated
2015-06-18

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

Conditions

Stroke

Keywords

Stroke, Virtual reality, Balance, Falls

Brief summary

The aim of this study was to investigate the therapeutic effect of virtual reality associated with conventional physiotherapy on balance during gait and the occurrence of falls in patients after stroke.

Detailed description

Randomized clinical trial conducted with patients of both sexes with hemiparesis after stroke of 18 to 65 years. They excluded those who had less than six months of injury, with sensory or perceptual deficit. Patients included were randomized into two groups, a treatment group, which conducted rehabilitation with virtual reality associated with conventional physical therapy and the control group that performed only conventional physiotherapy. Randomization was done by a computer program in blocks, by a third person, respecting the allocation concealment. After selection and randomization, patients were evaluated at baseline, when they were collected demographic and clinical data, investigated the occurrence of falls in the three months prior to evaluation and rated the balance in motion using the Dynamic Gait Index (DGI). Patients were followed for 20 physiotherapy sessions, visits twice a week for an hour each. The assessment of the balance and the investigation of the occurrence of falls were repeated at the end of treatment, which occurred on average three months after the start of the intervention, by the same examiner, who remained blind to the group that the patient belonged.

Interventions

OTHERVirtual Reality

Rehabilitation with virtual reality, using Football games, Boxe, Bambolê and Tennis.

OTHERConventional

Stretching exercises in limbs, trunk mobilization in the three planes, balance training in standing position, training of balance reactions and gait training.

Sponsors

Pedreira, Érika, M.D.
Lead SponsorINDIV

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
SINGLE (Investigator)

Eligibility

Sex/Gender
ALL
Age
18 Years to 65 Years
Healthy volunteers
No

Inclusion criteria

* patients of both sexes with hemiparesis after stroke of 18 to 65 years.

Exclusion criteria

* less than 6 months of injury with sensory or perceptual deficit.

Design outcomes

Primary

MeasureTime frameDescription
Dynamic Gait Index (DGI)avarage 8 weeksBalance during gait in patients after stroke undergoing rehabilitation with virtual reality associated with conventional physiotherapy.

Secondary

MeasureTime frameDescription
Number of Fallsavarage 8 weeksfalls in patients after stroke undergoing rehabilitation with virtual reality associated with conventional physiotherapy.

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026