Jan 05, 2008
Feasibility of Using the Sony PlayStation 2 for an Individual Poststroke
Feasibility of Using the Sony PlayStation 2 Gaming Platform for an Individual Poststroke: A Case Report.
J Neurol Phys Ther. 2007 Dec;31(4):180-9
Authors: Flynn S, Palma P, Bender A
RATIONALE:: Many Americans live with physical functional limitations stemming from stroke. These functional limitations can be reduced by task-specific training that is repetitive, motivating, and augmented with feedback. Virtual reality (VR) is reported to offer an engaging environment that is repetitive, safe, motivating, and gives task-specific feedback. The purpose of this case report was to explore the use of a low-cost VR device [Sony PlayStation 2 (PS2) EyeToy] for an individual in the chronic phase of stroke recovery. CASE:: An individual two years poststroke with residual sensorimotor deficits completed 20 one-hour sessions using the PS2 EyeToy. The game's task requirements included target-based motion, dynamic balance, and motor planning. The feasibility of using the gaming platform was explored and a broad selection of outcomes was used to assess change in performance. OUTCOMES:: Device use was feasible. Clinically relevant improvements were found on the Dynamic Gait Index and trends toward improvement on the Fugl-Meyer Assesment, Berg Balance Scale, UE Functional Index, Motor Activity Log, and Beck Depression Inventory. CONCLUSION:: A low-cost VR system was easily used in the home. In the future it may be used to improve sensory/motor recovery following stroke as an adjunct to standard care physical therapy.
17:29 Posted in Cybertherapy | Permalink | Comments (3) | Email this | Tags: cybertherapy




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Is there any article about Nintendo Wii and rehabilitation?
Posted by: Samuel Franco Domínguez | Jan 12, 2008
Samuel, have a look at these reports
http://www.canada.com/edmontonjournal/news/story.html?id=5ff7f35b-e86b-4264-b3e6-19f6b5075928&k=63173
http://www.etre.com/blog/2007/10/nintendo_wii_aids_rehabilitation/
http://www.ubergizmo.com/15/archives/2007/10/nintendo_wii_helps_stroke_victims_recover.html
http://chipchick.com/2008/01/nintendo_wii_becomes_a_rehabilitation_tool_in_hospitals.html
Posted by: andrea | Jan 14, 2008
Thank you for the help.
I am looking for articles in scientific magazines.
I have found this one of the British Medical Journal.
Congratulations for your blog and for your work in Virtual Rehality in Rehabilitation.
BMJ. 2007 Dec 22;335(7633):1282-4.
Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study.
Graves L, Stratton G, Ridgers ND, Cable NT.
Research Institute for Sport and Exercise Sciences, Liverpool John Moores University, Henry Cotton Campus, Liverpool L3 2ET.
OBJECTIVE: To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. DESIGN: Cross sectional comparison of four computer games.
SETTING: Research laboratories.
PARTICIPANTS: Six boys and five girls aged 13-15 years. Procedure Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports).
MAIN OUTCOME MEASURE: Predicted energy expenditure, compared using repeated measures analysis of variance.
RESULTS: Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kJ/kg/min) (P
Posted by: Samuel Franco Domínguez | Jan 15, 2008
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