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Effects of Virtual Reality Training Using Xbox Kinect on Balance, Postural Control, and Functional Independence in Subjects With Stroke Publisher Pubmed



Sultan N1 ; Khushnood K2 ; Qureshi S3 ; Altaf S1, 4 ; Khan MK5 ; Malik AN2 ; Mehmood R2 ; Awan MMA2
Authors

Source: Games for Health Journal Published:2023


Abstract

Purpose: To determine the effects of virtual reality training using Xbox Kinect on balance, postural control, and functional independence in subjects with stroke. Methods: The parallel double-blind randomized control trial was conducted on 41 individuals based on selection criteria. Participants were divided into two groups by concealed envelope method. Intervention group received exergaming by Xbox Kinect, and control group was given exercises comprising balance training, upper limb strengthening, and core strengthening. Berg balance scale (BBS), functional independence measure (FIM), trunk impairment scale (TIS), and timed up and go (TUG) were the outcome measures. Data were analyzed using SPSS v21. Results: Mean age of the participants of Xbox and exercise group were 58.6±3.3 and 58.1±4.3 years, respectively. Within group improvement was observed in both groups from baseline to 8 weeks postintervention; BBS: 34±4.7 to 40.9±4.9 in intervention group and 34.1±4.4 to 38.1±7.6 in control group, TUG: 25.6±3.9 to 21.4±3.8 and 28.6±5.0 to 25.9±4.7, TIS: 15.2±1.8 to 19.2±1.3 and 13.2±1.7 to 15.3±1.6 and FIM: 58.7±7.7 to 52.5±7.8 and 66.2±7.6 to 62.6±7.2 in intervention and control group, respectively. Between group improvement was observed in TUG, TIS, and FIM in experimental group with P-values 0.003, <0.001, and <0.001, respectively. Conclusions: Wii Fit improved functional mobility, independence, and trunk coordination extension in the stroke patients, whereas balance could be equally improved from Wii Fit and exercises. © 2023 Mary Ann Liebert Inc.. All rights reserved.
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