Abstract
Virtual reality (VR) gaming provides instant feedback and high repetition. Combined with telehealth, VR offers a promising intervention. Participants in this study were engaged, liked the flexible schedule, and showed functional improvement. Occupational therapy should consider incorporating easy access technology to maximize outcomes.
Primary Author and Speaker: Pey-Shan Wen
Contributing Authors: Bailey Wollner, Allysa Calero, Dayami Kough, Guisselle Paredes, Victoria Parshook, Rubens Pierre
Virtual reality (VR) gaming is an emerging area in practice. Because VR gaming provides instant visual and auditory feedback based on user performance and offers high repetition and task-oriented movements, it might be beneficial for UE motor recovery in patients with stroke. Especially in the chronic stage, when many interventions are not covered by insurance, using a commercially available VR gaming system such as Xbox Kinect (Microsoft, Redmond, WA) at home, with appropriate monitoring, might be a promising approach for UE rehabilitation.
The purpose of this study was to investigate the effect of combining telehealth and VR gaming for individuals with chronic stroke. Our research questions were, Does Xbox Kinect video gaming improve UE function and health-related quality of life (QOL) for individuals with chronic stroke? and What are the experiences of individuals with chronic stroke who participate in a home-based Xbox Kinect VR intervention?
The Xbox Kinect was installed in each participant’s home. Instruction was provided during the installation. During the intervention, participants were assigned games to play for 30 min/session, 4 days/wk, for 4 wk. We maintained contact with the participants using a telerehabilitation approach 2×/wk.
We administered the following instruments at baseline and postintervention: the Wolf Motor Function Test (WMFT), the Fugl-Meyer Assessment–Upper Extremity (FMA–UE), and the Modified Ashworth Scale to measure UE motor ability and function and the Stroke Impact Scale (SIS) to assess health-related QOL. Descriptive statistics were used to summarize the data. We also conducted one-on-one semistructured interviews after the intervention to understand participants’ experiences with this VR home program.
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