Study on the Effectiveness of Virtual Reality Game-Based Training on Balance and Functional Performance in Individuals with Paraplegia.
Objective: To determine whether there is any difference between virtual reality game-based balance training and real-world task-specific balance training in improving sitting balance and functional performance in individuals with paraplegia. Methods: The study was a pre test-post test experimental d...
| Publicado en: | Topics in Spinal Cord Injury Rehabilitation Vol. 23; no. 3; pp. 263 - 271 |
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| Autores principales: | , , |
| Formato: | research tables/charts Journal Article |
| Publicado: |
KnowledgeWorks Global, Ltd
Summer2017
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=124654499&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 124654499 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 10820744 0OF jtl: Topics in Spinal Cord Injury Rehabilitation issn: 10820744 maglogo: N pubinfo: dt: Summer2017 vid: 23 iid: 3 pid: 81084 pub: KnowledgeWorks Global, Ltd place: Richmond, Virginia artinfo: ui: 124654499 124654499 124654499 10.1310/sci16-00003 124654499 ppf: 263 ppct: 8 formats: fmt: @attributes: type: P tig: atl: Study on the Effectiveness of Virtual Reality Game-Based Training on Balance and Functional Performance in Individuals with Paraplegia. aug: au: Khurana, Meetika Walia, Shefali Noohu, Majumi M. affil: ISIC Institute of Rehabilitation Sciences, New Delhi, India sug: subj: Video Games Utilization Virtual Reality Balance Training, Physical Methods Spinal Cord Injuries Rehabilitation Task Performance and Analysis Descriptive Statistics Data Analysis Software Repeated Measures Analysis of Variance Pearson's Correlation Coefficient Chi Square Test P-Value Adult Human Female Male Outpatients Pretest-Posttest Design Self Care Clinical Assessment Tools Adult: 19-44 years Female Male ab: Objective: To determine whether there is any difference between virtual reality game-based balance training and real-world task-specific balance training in improving sitting balance and functional performance in individuals with paraplegia. Methods: The study was a pre test-post test experimental design. There were 30 participants (28 males, 2 females) with traumatic spinal cord injury randomly assigned to 2 groups (group A and B). The levels of spinal injury of the participants were between T6 and T12. The virtual reality game-based balance training and real-world task-specific balance training were used as interventions in groups A and B, respectively. The total duration of the intervention was 4 weeks, with a frequency of 5 times a week; each training session lasted 45 minutes. The outcome measures were modified Functional Reach Test (mFRT), t-shirt test, and the self-care component of the Spinal Cord Independence Measure-III (SCIM-III). Results: There was a significant difference for time ( p = .001) and Time × Group effect ( p = .001) in mFRT scores, group effect ( p = .05) in t-shirt test scores, and time effect ( p = .001) in the self-care component of SCIM-III. Conclusions: Virtual reality game-based training is better in improving balance and functional performance in individuals with paraplegia than real-world task-specific balance training. pubtype: Academic Journal doctype: research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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