KMID : 1034620220120030033
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Korean Journal of Neuromuscular Rehabilitation 2022 Volume.12 No. 3 p.33 ~ p.40
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The Effects of Virtual Reality Exercise Program with Wii on Walking, Balance and Upper Extremity Function in Stroke Patients
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Choi Kyoung-Wook
Baik Seung-Min Park Hyung-Ki
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Abstract
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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.
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KEYWORD
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Balance, Nintendo-Wii, Stroke, Upper extremity, Virtual reality
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