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KMID : 1034620220120030033
Korean Journal of Neuromuscular Rehabilitation
2022 Volume.12 No. 3 p.33 ~ p.40
The Effects of Virtual Reality Exercise Program with Wii on Walking, Balance and Upper Extremity Function in Stroke Patients
Choi Kyoung-Wook

Baik Seung-Min
Park Hyung-Ki
Abstract
The purpose of this study is to identify the effects of virtual reality exercise program with Wii on balance, walking and upper extremity function in stroke patients. Eleven subjects with stroke (an average age of 70.81 years) were participated in this study. One of three virtual reality exercises (boxing, tennis, bowling) using the Wii is performed for 30 minutes 2 times a week for 8 weeks. This study measured Timed up and go test (TUG), Berg balance scale (BBS), cadence, walking velocity, stride length, gait symmetry and box and block test (BBT) before and after 8-weeks exercise. The collected data were analyzed by using paired t-test. There were significant differences in TUG, BBS, cadence, walking velocity, stride length in the left side, gait symmetry, and BBT scores (p<.05). These findings suggests that virtual reality exercise using Wii might be effective on balance, walking and upper extremity function in patients with stroke.
KEYWORD
Balance, Nintendo-Wii, Stroke, Upper extremity, Virtual reality
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