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KMID : 0603920110190030101
Journal of Korean Academy of Occupational Therapy
2011 Volume.19 No. 3 p.101 ~ p.114
The Effects of Training Using Virtual Reality Games on Stroke Patients¡¯Functional Recovery
Kim Ju-Hong

Oh Myung-Hwa
Lee Jae-Shin
Ahn Hyeon-Su
Abstract
Objective: This study has been performed to investigate the effect of the training using virtual reality games on the functional recovery of stroke patients.

Methods: The object of study was 24 hemiplegic patients. 12 patients were randomly and respectively assigned to a control group that have received traditional rehabilitation therapy and a test group that trained virtual reality games, in addition to traditional rehabilitation therapy. The study has been conducted for 16 weeks. To investigate the functional recovery of the object, limb function, balancing, visual/perceptual abilities, and quality of life of the objects were measured through a follow-up survey, and analyzed before training, 6 weeks after training, 12 weeks after training, and 4 weeks after the completion of training.

Results: As a result of the analysis of the comparison of the differences between two groups, in respect the areas of balancing, visual/perceptual abilities and the quality of life, there were significant differences. In respect of a test group, in all the areas of limb function, balancing, visual-perceptual abilities, and quality of life, there were significant differences, and in respect of a control group, in limb function, balancing, and visual/perceptual abilities, there were significant differences.

Conclusions: As a result of the training targeting stroke patients, by using virtual reality games, in the areas of balancing, visual/perceptual abilities and the quality of life, there were differences between two groups, and a test group showed significant differences in more areas than a control group. Through this study, the effects of the training, targeting stroke patients by using virtual reality games, on the functional recovery were suggested. And it is recommended that the future study performs the virtual reality training from the early stage of therapy, targeting many stroke patients, for collecting more data, and then suggests a proper protocol for stroke patients, by using virtual reality games.
KEYWORD
Functional recovery, Stroke, Virtual reality game
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