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

dc.contributor.authorCarregosa A.A.
dc.contributor.authorAguiar dos Santos L.R.
dc.contributor.authorMasruha M.R.
dc.contributor.authorCoelho M.L.D.S.
dc.contributor.authorMachado T.C.
dc.contributor.authorSouza D.C.B.
dc.contributor.authorPassos G.L.L.
dc.contributor.authorFonseca E.P.
dc.contributor.authorRibeiro N.M.D.S.
dc.contributor.authorde Souza Melo A.
dc.date.accessioned2024-03-12T23:58:30Z
dc.date.available2024-03-12T23:58:30Z
dc.date.issued2018
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.firstpage494
dc.description.issuenumber2
dc.description.lastpage498
dc.description.volume27
dc.identifier.doi10.1016/j.jstrokecerebrovasdis.2017.09.029
dc.identifier.issn1532-8511
dc.identifier.urihttps://dspace.mackenzie.br/handle/10899/35566
dc.relation.ispartofJournal of Stroke and Cerebrovascular Diseases
dc.rightsAcesso Restrito
dc.subject.otherlanguagephysiotherapy
dc.subject.otherlanguagerehabilitation
dc.subject.otherlanguageStroke
dc.subject.otherlanguagevirtual reality exposure therapy
dc.titleVirtual Rehabilitation through Nintendo Wii in Poststroke Patients: Follow-Up
dc.typeArtigo
local.scopus.citations20
local.scopus.eid2-s2.0-85033722026
local.scopus.subjectExercise Therapy
local.scopus.subjectFemale
local.scopus.subjectFollow-Up Studies
local.scopus.subjectHealth Status
local.scopus.subjectHemiplegia
local.scopus.subjectHumans
local.scopus.subjectLearning
local.scopus.subjectLongitudinal Studies
local.scopus.subjectMale
local.scopus.subjectMental Health
local.scopus.subjectMiddle Aged
local.scopus.subjectMotor Activity
local.scopus.subjectMotor Neurons
local.scopus.subjectQuality of Life
local.scopus.subjectRecovery of Function
local.scopus.subjectSensation
local.scopus.subjectSensory Receptor Cells
local.scopus.subjectStroke
local.scopus.subjectStroke Rehabilitation
local.scopus.subjectTime Factors
local.scopus.subjectTreatment Outcome
local.scopus.subjectUpper Extremity
local.scopus.subjectVideo Games
local.scopus.subjectVirtual Reality Exposure Therapy
local.scopus.updated2024-05-01
local.scopus.urlhttps://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=85033722026&origin=inward
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