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Mobile game-based virtual reality rehabilitation program for upper limb dysfunction after ischemic stroke

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dc.contributor.authorChoi, Yoon-Hee-
dc.contributor.authorKu, Jeonghun-
dc.contributor.authorLim, Hyunmi-
dc.contributor.authorKim, Yeo Hyung-
dc.contributor.authorPaik, Nam-Jong-
dc.date.accessioned2021-09-10T05:24:27Z-
dc.date.available2021-09-10T05:24:27Z-
dc.date.issued2016-
dc.identifier.issn0922-6028-
dc.identifier.issn1878-3627-
dc.identifier.urihttps://scholarworks.bwise.kr/sch/handle/2021.sw.sch/18651-
dc.description.abstractBackground: Virtual reality (VR) has the potential to provide intensive, repetitive, and task-oriented training, and game-based therapy can enhance patients' motivation and enjoyment. Objective: The objective of the present study was to develop a mobile game-based upper extremity VR program for patients who have experienced stroke, and to evaluate the feasibility and effectiveness of the program. Methods: This randomized, double-blind, controlled trial included 24 patients with ischemic stroke. The intervention group (n =12) received 30 min of conventional occupational therapy (OT) and 30 min of the mobile upper extremity rehabilitation program using a smartphone and a tablet PC (MoU-Rehab). The controls (n =12) received conventional OT alone for 1 h per day. Rehabilitation consisted of 10 sessions of therapy, 5 days per week, for 2 weeks. The outcome measures (Fugl Meyer Assessment of the upper extremity [FMA-UE], Brunnstrom stage [B -stage] for the arm and the hand, manual muscle testing [MMT], modified Barthel index [MBI], EuroQo1-5 Dimension [EQ-5D], and Beck Depression Inventory [BDI]) were assessed at the beginning and end of treatment, and at 1 month. User satisfaction was evaluated by a questionnaire. Results: A greater improvement in the FMA-UE, B -stage, and MMT was found after treatment with the MoU-Rehab than with conventional therapy. The extent of improvements in the MBI, EQ-5D, and BDI was not significantly different between the two groups. Patients in the experimental group completed the 2 -weeks treatment without adverse effects, and they were generally satisfied with MoU-Rehab. Conclusion: This mobile game-based VR rehabilitation program appears to be feasible and effective for promoting upper limb recovery after ischemic stroke.-
dc.format.extent9-
dc.language영어-
dc.language.isoENG-
dc.publisherIOS Press-
dc.titleMobile game-based virtual reality rehabilitation program for upper limb dysfunction after ischemic stroke-
dc.typeArticle-
dc.publisher.location네델란드-
dc.identifier.doi10.3233/RNN-150626-
dc.identifier.scopusid2-s2.0-84975498949-
dc.identifier.wosid000378945500009-
dc.identifier.bibliographicCitationRestorative Neurology and Neuroscience, v.34, no.3, pp 455 - 463-
dc.citation.titleRestorative Neurology and Neuroscience-
dc.citation.volume34-
dc.citation.number3-
dc.citation.startPage455-
dc.citation.endPage463-
dc.type.docTypeArticle-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaNeurosciences & Neurology-
dc.relation.journalWebOfScienceCategoryNeurosciences-
dc.subject.keywordPlusCLINICALLY IMPORTANT DIFFERENCE-
dc.subject.keywordPlusUPPER EXTREMITY RECOVERY-
dc.subject.keywordPlusMOTOR RECOVERY-
dc.subject.keywordPlusTRIAL-
dc.subject.keywordPlusSURVIVORS-
dc.subject.keywordPlusKINECT-
dc.subject.keywordAuthorIschemic stroke-
dc.subject.keywordAuthorm-health-
dc.subject.keywordAuthorstroke-
dc.subject.keywordAuthorrehabilitation-
dc.subject.keywordAuthorupper limb dysfunction-
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