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Effect of video games on rehabilitation in patients in the burn therapy unit in sergipe

Effects of virtual reality in patients of the therapy of the therapy unit of Sergipe burns.

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
REBEC
Registry ID
RBR-77h2pr
Enrollment
Unknown
Registered
2018-08-23
Start date
2015-12-20
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

Burned

Interventions

The intervention is in patients with burns in the thorax and upper limbs inside an intensive burn unit, submitted to two physiotherapeutic interventions. The test group (n=10) will undergo rehabilitat
Other
F04.754.137.506.662

Sponsors

Universidade Federal de Sergipe
Lead Sponsor
Universidade Federal de Sergipe
Collaborator

Eligibility

Age
12 Years to 60 Years

Inclusion criteria

Inclusion criteria: Patients with burns 2nd and 3rd grades in the thorax and upper limbs, which are hemodynamically stable, suitable for rehabilitation in terms of cognitive ability to follow simple commands, have normal or corrected vision and hearing with the use of orthoses.

Exclusion criteria

Exclusion criteria: Patients with sequelae of central and peripheral burns, encephalopathies, fractures, muscular distension, psychiatric disorder, use of artificial airway and mechanical ventilatory support.

Design outcomes

Primary

MeasureTime frame
The presentation of the expected outcome is that game therapy may be a viable tool in rehabilitation in burn patients in the acute phase compared to conventional physiotherapeutic treatment.;There was no significant difference in the intergroup variables, demonstrating that the therapeutic responses between the protocols were similar. The results of this study emphasize the importance of physiotherapy in burn patients to obtain functional and emotional gains, and game therapy is a resource with great therapeutic potential in the recovery of this patient profile.

Secondary

MeasureTime frame
The secondary outcome is to observe the effect of game therapy (Nintendo Wii sport) through instruments that assess maximum respiratory pressures, palmar pre-healing strength, functionality, cardiorespiratory fitness and anxiety / pain.;In the intra-group analysis of the studied variables, we observed in the group treated with Nintendo Wii sport (Gwii) a significant increase in MEP (p = 0.0226), right upper limb dynamometry (DMSD) (p = 0.0203), dynamometry (p = 0.0367), Functional Independence Measure - MIF (p = 0.0003) and (P = 0.0019), as well as a significant reduction in the level of anxiety and pain (p = 0.0323), whereas in the group treated with conventional physiotherapy (GFt) all variables studied had a significant improvement. However, in the assessments between the groups (intergroups), there was no significant difference in any of the studied variables.

Countries

Brazil

Contacts

Public ContactFernanda Felipe

Universidade Federal de Sergipe

fernandafelipeft@gmail.com55 79 2105-1787

Outcome results

None listed

Source: REBEC (via WHO ICTRP)