Examining the Effects of Non-Immersive Virtual Reality Game-Based Training on Knee Hyperextension Control and Balance in Chronic Stroke Patients: a Single-Blind Randomized Controlled Study

Loading...
Publication Logo

Date

2024

Journal Title

Journal ISSN

Volume Title

Publisher

Springer-verlag Italia Srl

Open Access Color

Green Open Access

No

OpenAIRE Downloads

OpenAIRE Views

Publicly Funded

No
Impulse
Top 10%
Influence
Average
Popularity
Top 10%

Research Projects

Journal Issue

Abstract

Background Post-stroke hemiparesis can lead to decreased mobility, gait disturbances, impaired balance, postural instability, limitations in activities of daily living (ADL), and long-term disability. Aims The aim of this study was to examine the effect of non-immersive virtual reality game-based training (nIVRGT) in addition to conventional rehabilitation in stroke patients on dynamic balance, knee hyperextension control, and ADL. Methods Twenty-five chronic stroke patients aged between 51 and 70 were included in the study. Stroke patients were randomized to a control group (n = 12) and a study group (n = 13). Individuals in control group participated conventional physiotherapy and rehabilitation program for 60 min, 3 days a week for 6 weeks. individuals in the study group received 40 min of conventional physiotherapy and rehabilitation program plus 20 min nIVRGT. Functional Reach Test, Timed Up and Go Test, Computerized Gait Evaluation System and Barthel Index were used in the evaluation. Result The study group improved significantly in dynamic balance, knee control, and ADL (p < 0.05). In the control group, significant improvements were observed in dynamic balance and knee control (p < 0.05), except ADL (p > 0.05). The study group improved in dynamic balance compared with the control group (p < 0.05). Knee control and ADL improved similarly in both groups (p > 0.05). Conclusion Our results showed that conventional and additional nIVRGT rehabilitation improved dynamic balance and knee hyperextension control in chronic stroke. However, it was observed that the non-immersive virtual reality (nIVR) approach was more effective in improving dynamic balance in stroke patients than conventional rehabilitation alone.

Description

Keywords

Kinematics, Non-immersive virtual reality, Balance, Stroke, Knee hyperextension, Male, Virtual Reality Exposure Therapy, Stroke Rehabilitation, Virtual Reality, Middle Aged, Exercise Therapy, Stroke, Treatment Outcome, Video Games, Activities of Daily Living, Chronic Disease, Humans, Female, Knee, Single-Blind Method, Postural Balance, Aged, Knee Joint

Fields of Science

Citation

WoS Q

Q3

Scopus Q

Q2
OpenCitations Logo
OpenCitations Citation Count
2

Source

Neurological Sciences

Volume

46

Issue

3

Start Page

1267

End Page

1275

Collections

PlumX Metrics
Citations

Scopus : 4

PubMed : 1

Captures

Mendeley Readers : 62

SCOPUS™ Citations

4

checked on Apr 05, 2026

Web of Science™ Citations

6

checked on Apr 05, 2026

Google Scholar Logo
Google Scholar™
OpenAlex Logo
OpenAlex FWCI
1.5136

Sustainable Development Goals

GOOD HEALTH AND WELL-BEING3
GOOD HEALTH AND WELL-BEING
SUSTAINABLE CITIES AND COMMUNITIES11
SUSTAINABLE CITIES AND COMMUNITIES