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Effects of Immersive and Non- Immersive Virtual Reality Games on Anxiety and Cognition in Parkinson's Disease

Not Applicable
Terminated
Conditions
Parkinson disease
C10.228.140.079.862
Registration Number
RBR-8z285wq
Lead Sponsor
Faculdade de Ceilândia - Universidade de Brasília-UnB
Brief Summary

Introduction: Parkinson's disease (PD) is chronic and progressive, manifested by both motor and non-motor symptoms, as anxiety. Anxiety occurs in more than 50% of patients. Rehabilitation in PD is more focused on controlling motor symptoms. However, non- motor symptoms affect the independence, functionality, and motivation. Purpose: The present study aimed to compare the effects of immersive virtual reality (IVR) and non immersive - NIVR training on anxiety and cognition in PD patients. Methods: Two VR devices were used: Nintendo Wii (NIVR) and Samsung Gear VR (IVR). A convenience sample of 60 participants were distributed into 3 groups: no intervention control group (CG) and training groups (IVR and NIVR). All were evaluated in the Baseline (T1), 7 days after (T7), and 30 days after training (T30). Beck Anxiety Inventory (BAI) Semantic Verbal Fluency test (VF), and Digits subtest in reverse order (DR) were evaluted. Intervention protocol consisted of 10 sessions, 1 hour, twice a week, for 5 weeks. According to the motor and cognitive requirements of games, 4 games were selected for each VR system. Friedman test was used for comparing groups at different times (P=0.05). Results: The findings revealed a significant decrease in the BAI score in the IVR group (F=15,217; p<0.001) between T1 (8,5 ± 12,8) and T7 (6,1 ± 11,4) and between T1(8,5 ± 12,8) and T30 (4,5 ± 8,9 ). No significant differences were found between T7 (6,1 ± 11,4) and T30 (4,5 ± 8,9). Conclusion: No significant differences were found using NIVR and no significant differences were found CG either.

Detailed Description

Not available

Recruitment & Eligibility

Status
Terminated
Sex
Not specified
Target Recruitment
Not specified
Inclusion Criteria

The inclusion criteria were completed elementary education; a minimum score of 24 on the mini mental state examination; a score below 7 on the Geriatric Depression Scale; a score between 1 and 3 on the Hoehn and Yahr Scale (mild/moderate); absence of auditory or visual deficits that would impair participation in the virtual reality training

Exclusion Criteria

The exclusion criteria were any clinical condition that would compromise the intervention; previous experience with gaming consoles and/or attending another specialized rehabilitation program during the training; history of motion sickness; dizziness; seizures; epilepsy; active nausea

Study & Design

Study Type
Intervention
Study Design
Not specified
Primary Outcome Measures
NameTimeMethod
Expected Outcome 1: Reduction of anxiety levels assessed by the Beck Anxiety Inventory using virtual reality.;Outcome found 1:The findings revealed a significant decrease in the BAI score in the IVR group (F=15,217; p<0.001) between T1 13.5 (8,5 – 15,8) and T7 10,0 (6,1 - 11,4) and between T1 13,5 (8,5 – 15,8) and T30 6,5 (4,5 – 8,9). After the intervention with IVR, there was a reduction of approximately 27% in anxiety between T1 and T7, leading to a change in classification on the BAI anxiety scale from moderate to mild anxiety level. Furthermore, there was a reduction of 44% in anxiety levels between T1 and T30, also resulting in a change from mild anxiety to minimal anxiety in BAI scale classification.
Secondary Outcome Measures
NameTimeMethod
o secondary outcome are expected.
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