Effectiveness of Virtual Reality Games Versus Physical Games as an Adjunct to Conventional Physiotherapy For Improving Upper Limb Function in Post Stroke Hemiplegics
试验速览
- 阶段
- 2 期
- 状态
- 尚未招募
- 发起方
- 入组人数
- 30
- 试验地点
- 1
- 主要终点
- MESUPES ( Motor Evaluation Scale For Upper Extremity in Stroke )
研究概览
简要总结
Stroke is a prevalent cause of physical disability, emphasizing the importance of rehabilitation for survivors. Motivating survivors during the long and challenging rehabilitation process is crucial. Various approaches like aquatic therapy and tai chi are used for multidisciplinary rehabilitation, aiming for improved function and quality of life. Extending rehabilitation programs may lead to additional benefits for stroke survivors. Persistent upper limb dysfunction post-stroke poses a significant challenge in rehabilitation, with motor impairments like muscle weakness and decreased sensation being common. The severity and extent of these impairments vary depending on lesion location and size. Tailoring therapy to individual impairments is crucial for maximizing functional recovery. Virtual Reality technology is increasingly used in physical therapy to enhance outcomes efficiently. Virtual Reality (VR) relies on subject-computer interaction via specialized software, providing real-time feedback based on sensory inputs. VR exercises should mimic daily activities. Game-based VR treatments complement traditional therapy, potentially reducing therapist workload and expediting rehabilitation. Identifying effective games for enhancing upper limb function is crucial. Combining games with traditional physiotherapy has shown improvements in upper limb functionality in healthy individuals. While VR can enhance therapy, its cost and complexity limit widespread use and research. Integrating VR games with conventional physiotherapy for stroke rehabilitation shows promise compared to standard therapy alone. However, more research is needed on the effectiveness of physical games in post-stroke upper limb function improvement. Comparing the effectiveness of Virtual Reality (VR) games and physical games as supplements to conventional physiotherapy in stroke rehabilitation is lacking in research. This study aims to evaluate the efficacy of these approaches to optimize cost-effective rehabilitation protocols for stroke patients.
研究设计
- 研究类型
- Interventional
- 分配方式
- Coin toss, Lottery, toss of dice, shuffling cards etc
- 盲法
- None
入排标准
- 年龄范围
- 18.00 Year(s) 至 70.00 Year(s)(—)
- 性别
- All
入选标准
- •Acute and subacute post stroke hemiplegics .
- •Above 18 years .
- •post stroke hemiplegics having grade 3 to 4 on brunnstorm stages of recovery grading for upper limb .
- •Post stroke hemiplegics who fit in level 2 and level 3 of GRASP program.
排除标准
- •patient with any deformity in hand patients with bilateral stroke MMSE score less than 24.
结局指标
主要结局
MESUPES ( Motor Evaluation Scale For Upper Extremity in Stroke )
时间窗: 0 week and 4 week
次要结局
- Handheld Dynamometer(0 week and 4 week)
研究者
Dr. Sakshi Sabhagchandani
MAEERS College of Physiotherapy Talegaon Dabhade pune
