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Effects of Balance Training Using a Virtual Reality Program in Hemiplegic Patients

Author

Listed:
  • Jung-Ah Kwon

    (Department of Occupational Therapy, Yonsei University College of Medicine, Seoul 03722, Korea
    These authors contributed equally to this work.)

  • Yoon-Kyum Shin

    (Department and Research Institute of Rehabilitation Medicine, Yonsei University College of Medicine, Seoul 03722, Korea
    Brain Korea 21 PLUS Project for Medical Science, Yonsei University College of Medicine, Seoul 03722, Korea
    These authors contributed equally to this work.)

  • Deok-Ju Kim

    (Department of Occupational Therapy, College of Health & Medical Sciences, Cheongju University, Cheongju 28503, Korea)

  • Sung-Rae Cho

    (Department and Research Institute of Rehabilitation Medicine, Yonsei University College of Medicine, Seoul 03722, Korea
    Brain Korea 21 PLUS Project for Medical Science, Yonsei University College of Medicine, Seoul 03722, Korea
    Graduate Program of Biomedical Engineering, Yonsei University College of Medicine, Seoul 03722, Korea
    Rehabilitation Institute of Neuromuscular Disease, Yonsei University College of Medicine, Seoul 03722, Korea)

Abstract

Therapeutic goals for hemiplegic patients with neurological impairments are mainly focused on improving their independent lives. Based on the previously reported effectiveness of Wii Fit balance training, this study investigated the most influential outcomes after long-term intensive training (including balance and functional factors) on quality of life in hemiplegic patients. The intervention group (n = 21) received Nintendo Wii Fit balance training under supervision, and control group (n = 20) received conventional balance training by an occupational therapist. Two groups were matched based on age and onset duration. Both groups received a total of 15 treatments for 30 min per session, twice a week for 8 weeks. There were significant improvements not only in balance confidence and activities of daily living, but also in body composition, such as fat proportion and metabolic rate, in the intervention group compared to the control group ( p < 0.05). In particular, balance confidence significantly affected EuroQoL Visual Analogue Scale according to stepwise multiple regression analyses in this study. These results demonstrated that Wii Fit balance training using virtual reality improved the quality of life of hemiplegic patients while overcoming the asymmetrical weight distribution of the affected side via the self-modulating biofeedback exercises.

Suggested Citation

  • Jung-Ah Kwon & Yoon-Kyum Shin & Deok-Ju Kim & Sung-Rae Cho, 2022. "Effects of Balance Training Using a Virtual Reality Program in Hemiplegic Patients," IJERPH, MDPI, vol. 19(5), pages 1-11, February.
  • Handle: RePEc:gam:jijerp:v:19:y:2022:i:5:p:2805-:d:760464
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