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Effect of PlayStation® VR Sessions on Health-related Quality of Life and Motor Function in Stroke Patients Undergoing Inpatient Rehabilitation

PlayStation®虛擬實境對中風住院復健患者其健康相關生活品質與肢體功能的效果

摘要


Background: Virtual Reality (VR) systems have been introduced for rehabilitation of stroke patients. Existing evidence regarding the effects of fully-immersive commercial games on health-related quality of life (HRQOL) and motor function in stroke patients is limited. Objective: To evaluate the efficacy of seven supplemental PlayStation® VR sessions on the HRQOL and motor function of stroke patients undergoing inpatient rehabilitation during a 16-day study period within the first year after stroke. Methods: A randomized, single-blind clinical trial with parallel groups (VR plus conventional therapy vs. conventional therapy) was carried out. For the assessment of outcome measures, the Stroke Impact Scale (SIS) 3.0, the upper extremity score of the Fugl-Meyer Assessment (FMA), the upper extremity score of the Motricity Index (MI), and self-care score of the Functional Independence Measure (FIM) were used before, after, and three months after the intervention. Mixed analysis of variance (ANOVA) and Bonferroni corrections were used for the statistical analysis. Severe adverse events and adverse events were also recorded after VR sessions. Results: Overall, 22 participants completed the follow-up assessments. Although the effect of time showed a significant difference in the SIS mobility domain score (p = 0.021), SIS participation/role domain score (p = 0.040), FMA coordination/speed score (p = 0.022), and MI upper extremity score (p = 0.040) between the two groups, there was no significant difference in all pairwise comparisons of time among the four measures. No severe adverse events were observed in participants after the VR sessions. Conclusion: Compared to only conventional therapy, additional PlayStation® VR sessions did not increase the effectiveness in enhancing HRQOL and motor function.

並列摘要


背景:虛擬實境(virtual reality)已被應用在中風病患的復健。目前全沉靜式(full-immersive)商業虛擬實境遊戲對於中風患者的健康相關生活品質(health-related quality of life)與動作功能的效果還缺乏相關證據。目的:評估在16天的研究時期,額外7次的PlayStation®虛擬實境遊戲對於中風一年內的住院復健患者其健康相關生活品質與動作功能的效果。方法:設計一個隨機分派單盲試驗合併平行組別(虛擬實境遊戲加傳統復健治療比上傳統復健治療)評估介入前、介入後、介入3個月後的中風影響量表(Stroke Impact Scale)分數、傅格梅爾評估量表(Fugl-Meyer Assessment)上肢分數、肌力指數(Motricity Index)上肢分數、功能獨立量表(Functional Independence Measure)自我照顧(self care)分數。統計方法為混合式多變量分析與邦費羅尼校正。虛擬實境遊戲的嚴重不良反應與不良反應也被記錄。結果:本研究總共22病患完成追蹤評估。雖然兩組在中風影響量表的行動分數(p = 0.021)、中風影響量表的參與/角色分數(p = 0.040)、傅格梅爾評估量表的協調性/速度分數(p = 0.022)、肌力指數上肢分數(p = 0.040)的時間因素是有差異的,但經事後檢定成對比較並沒有在任何兩個時間點有存在顯著性差異。本研究病患接受虛擬實境遊戲後沒有觀察到嚴重不良反應。結論:相較於傳統復健,額外的PlayStation®虛擬實境遊戲在改善健康相關生活品質與動作功能並沒有優於傳統治療。

參考文獻


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