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Immediate effect of the virtual reality game for the upper limb on the brain and muscular activity in the patient after stroke.

Evaluation of central and peripheral excitability in individuals submitted to neurological rehabilitation for the paretic upper limb after stroke.

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
REBEC
Registry ID
RBR-73xp36
Enrollment
Unknown
Registered
2018-08-21
Start date
2017-10-25
Completion date
Unknown
Last updated
2025-10-27

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

Conditions

Stroke, not specified as hemorrahgic or ischemic.

Interventions

Patients from both groups were submitted to only one intervention session, in which intervention group patients, with fourteen subjetcs, underwent four minutes of Virtual Reality training offered by X
in maximal voluntary isometric contraction (MVIC) and during the execution of the active movements in both groups. Electroencephalographic activity at rest and during the proposed activity was also ev
Behavioural
L01.224.160.875

Sponsors

Universidade Federal de Alfenas
Lead Sponsor
Universidade Federal de Alfenas
Collaborator

Eligibility

Age
18 Years to 70 Years

Inclusion criteria

Inclusion criteria: Inclusion criteria were to present clinical diagnosis of ischemic or hemorrhagic stroke; being in the chronic phase of the disease with an occurrence of more than 3 months; presence of left or right hemiparesis; being of both sexes; regardless of ethnicity, race, and socioeconomic-cultural level, and to present mental competence assessed by the Mental State Mini-Exam.

Exclusion criteria

Exclusion criteria: Low level of mental competence; present hemiplegia or severe spasticity (assessed by Modified Ashworth scale - grade 4), and make use of a myorelaxant medication.

Design outcomes

Primary

MeasureTime frame
The central excitability (EEG) evaluation, considering the right channels (HD), statistics differences for the frequency data for the FC6 channel were observed; and for the power data in the AF4 and FC6 channels for the G2-RV group, and F8 for the G1 group. In the left hemisphere (HE) and the affected side (LA) analyzes, there were changes in the neural recruitment pattern for the frequency data in channel F7 and F0 (F7 / F8) for the G2-RV group.The training with VR promoted immediate changes in central excitability, with increased neural recruitment mainly in the right hemisphere, for the channels FC6, AF4 and F8, corresponding to the pre-central, primary and frontal motor areas. ;In the peripheral excitation (EMG), statistical differences were found in the ingestion for the brachial biceps muscle (BB) (p = 0.000) and anterior deltoid muscle (AD) (p = 0.041), without intergroup alterations.;The analysis of the dynamics between central and peripheral excitation in both groups was promoted by the measure that increases central excitability (EEG), increases peripheral excitability (EMG).;Regarding the performance of the years between the minutes of execution of the game as a score attributed to each minute, the statistical difference was not observed.

Secondary

MeasureTime frame
As a secundary outcome, regarding sample homogeneity, statistical differences were observed regarding the sociodemographic variables body mass and BMI between groups G1 and G2. ;Regarding the clinical variables, the homogeneity of the sample was confirmed. This result became important so that there was no influence, mainly on the degree of neurological impairment and upper limb function, on the individuals' performance during the proposed activity, as it could influence the electroencephalographic and electromyographic activity data collected.

Countries

Brazil

Contacts

Public ContactMiqueline Pivoto Faria Dias

Universidade Federal de Alfenas

dramiquelinepivoto@gmail.com+55 (35) 3701-1925

Outcome results

None listed

Source: REBEC (via WHO ICTRP)