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KMID : 1036120110030010082
Korean Society of Medicine & Therapy Science
2011 Volume.3 No. 1 p.82 ~ p.92
The effects of somesthetic video on ability of balance in stroke patients
Lee Do-Hyun

Hur Jin-Gang
Abstract
Objective: The effect of physically interactive electronic game training on stroke patients¡¯ balancing abilities was investigated using Nintendo Wii.

Method: Eight weeks of training was conducted with forty stroke patients divided into experimental and control groups. The patients¡¯ balancing abilities were measured by means of a timed up & go (TUG) test, the Korean version of the Berg balance scale, (K-BBS), and the Fugl-Meyer assessment of lower extremities (FMA-LE). These were employed using the area and distance of center of pressure (COP), the left/right weight distribution difference value (L/R WDDV), and clinical assessment indices. A repeated ANOVA was performed to examine the changes in a group during the intervention, and to compare the differences between the groups. A Bonferroni post-hoc test was performed.

Results: A significant difference was found in the non-affected side COP moving distance, L/R WDDV and FMA-LE in the control group (p<.05), and in the COP area, affectedside COP moving distance, non-affected side COP moving distance, L/R WDDV, K-BBS, TUG and FMA-LE(p<.05) while in the experimental group. The comparison between the two groups showed a significant training effect in he COP area, forward moving distance, affectedside COP moving distance, L/R WDDV, K-BBS and TUG(p<.05) in the experimental group.

Conclusion: Physically interactive electronic game training improved the balancing abilities of stroke patients. Therefore, clinical application of physically interactive electronic games may be appropriately provided as a part of a post-discharge home program.
KEYWORD
Balance, Electronic game, Stroke
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