Virtual Rehabilitation through Nintendo Wii in Poststroke Patients: Follow-Up
dc.contributor.author | Carregosa A.A. | |
dc.contributor.author | Aguiar dos Santos L.R. | |
dc.contributor.author | Masruha M.R. | |
dc.contributor.author | Coelho M.L.D.S. | |
dc.contributor.author | Machado T.C. | |
dc.contributor.author | Souza D.C.B. | |
dc.contributor.author | Passos G.L.L. | |
dc.contributor.author | Fonseca E.P. | |
dc.contributor.author | Ribeiro N.M.D.S. | |
dc.contributor.author | de Souza Melo A. | |
dc.date.accessioned | 2024-03-12T23:58:30Z | |
dc.date.available | 2024-03-12T23:58:30Z | |
dc.date.issued | 2018 | |
dc.description.abstract | © 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. | |
dc.description.firstpage | 494 | |
dc.description.issuenumber | 2 | |
dc.description.lastpage | 498 | |
dc.description.volume | 27 | |
dc.identifier.doi | 10.1016/j.jstrokecerebrovasdis.2017.09.029 | |
dc.identifier.issn | 1532-8511 | |
dc.identifier.uri | https://dspace.mackenzie.br/handle/10899/35566 | |
dc.relation.ispartof | Journal of Stroke and Cerebrovascular Diseases | |
dc.rights | Acesso Restrito | |
dc.subject.otherlanguage | physiotherapy | |
dc.subject.otherlanguage | rehabilitation | |
dc.subject.otherlanguage | Stroke | |
dc.subject.otherlanguage | virtual reality exposure therapy | |
dc.title | Virtual Rehabilitation through Nintendo Wii in Poststroke Patients: Follow-Up | |
dc.type | Artigo | |
local.scopus.citations | 20 | |
local.scopus.eid | 2-s2.0-85033722026 | |
local.scopus.subject | Exercise Therapy | |
local.scopus.subject | Female | |
local.scopus.subject | Follow-Up Studies | |
local.scopus.subject | Health Status | |
local.scopus.subject | Hemiplegia | |
local.scopus.subject | Humans | |
local.scopus.subject | Learning | |
local.scopus.subject | Longitudinal Studies | |
local.scopus.subject | Male | |
local.scopus.subject | Mental Health | |
local.scopus.subject | Middle Aged | |
local.scopus.subject | Motor Activity | |
local.scopus.subject | Motor Neurons | |
local.scopus.subject | Quality of Life | |
local.scopus.subject | Recovery of Function | |
local.scopus.subject | Sensation | |
local.scopus.subject | Sensory Receptor Cells | |
local.scopus.subject | Stroke | |
local.scopus.subject | Stroke Rehabilitation | |
local.scopus.subject | Time Factors | |
local.scopus.subject | Treatment Outcome | |
local.scopus.subject | Upper Extremity | |
local.scopus.subject | Video Games | |
local.scopus.subject | Virtual Reality Exposure Therapy | |
local.scopus.updated | 2024-05-01 | |
local.scopus.url | https://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85033722026&origin=inward |