Virtual Rehabilitation through Nintendo Wii in Poststroke Patients: Follow-Up

Tipo
Artigo
Data de publicação
2018
Periódico
Journal of Stroke and Cerebrovascular Diseases
Citações (Scopus)
20
Autores
Carregosa A.A.
Aguiar dos Santos L.R.
Masruha M.R.
Coelho M.L.D.S.
Machado T.C.
Souza D.C.B.
Passos G.L.L.
Fonseca E.P.
Ribeiro N.M.D.S.
de Souza Melo A.
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Título da Revista
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Título de Volume
Membros da banca
Programa
Resumo
© 2018 National Stroke AssociationObjective To evaluate in the follow-up the sensory-motor recovery and quality of life patients 2 months after completion of the Nintendo Wii console intervention and determine whether learning retention was obtained through the technique. Methods Five hemiplegics patients participated in the study, of whom 3 were male with an average age of 54.8 years (SD = 4.6). Everyone practiced Nintendo Wii therapy for 2 months (50 minutes/day, 2 times/week, during 16 sessions). Each session lasting 60 minutes, under a protocol in which only the games played were changed, plus 10 minutes of stretching. In the first session, tennis and hula hoop games were used; in the second session, football (soccer) and boxing were used. For the evaluation, the Fulg-Meyer and Short Form Health Survey 36 (SF-36) scales were utilized. The patients were immediately evaluated upon the conclusion of the intervention and 2 months after the second evaluation (follow-up). Results Values for the upper limb motor function sub-items and total score in the Fugl–Meyer scale evaluation and functional capacity in the SF-36 questionnaire were sustained, indicating a possible maintenance of the therapeutic effects. Conclusion The results suggest that after Nintendo Wii therapy, patients had motor learning retention, achieving a sustained benefit through the technique.
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Assuntos Scopus
Exercise Therapy , Female , Follow-Up Studies , Health Status , Hemiplegia , Humans , Learning , Longitudinal Studies , Male , Mental Health , Middle Aged , Motor Activity , Motor Neurons , Quality of Life , Recovery of Function , Sensation , Sensory Receptor Cells , Stroke , Stroke Rehabilitation , Time Factors , Treatment Outcome , Upper Extremity , Video Games , Virtual Reality Exposure Therapy
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