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  4. Effectiveness of the Virtual Reality System Toyra on Upper Limb Function in People with Tetraplegia: A Pilot Randomized Clinical Trial

Effectiveness of the Virtual Reality System Toyra on Upper Limb Function in People with Tetraplegia: A Pilot Randomized Clinical Trial

BioMed Research International, 2016 · DOI: 10.1155/2016/6397828 · Published: December 21, 2016

Spinal Cord InjuryAssistive TechnologyRehabilitation

Simple Explanation

This study explores how virtual reality (VR) can help people with tetraplegia improve the use of their arms. Participants used a VR system called Toyra, which simulates real-world activities. The VR group received the Toyra VR system in addition to conventional therapy. The control group only received conventional therapy. The study measured arm function and satisfaction with the VR system. The study found that VR, when added to standard therapy, showed similar results in improving arm function compared to standard therapy alone. Patients using the VR system reported high satisfaction.

Study Duration
5 weeks intervention, 3 months follow-up
Participants
31 people with subacute complete cervical tetraplegia
Evidence Level
Level 1, Randomized Controlled Trial

Key Findings

  • 1
    Virtual reality added to conventional therapy produces similar results in upper limb function compared to only conventional therapy.
  • 2
    The gaming aspects incorporated in conventional rehabilitation appear to produce high motivation during execution of the assigned tasks.
  • 3
    All patients showed a high level of satisfaction with the virtual reality system.

Research Summary

This pilot study investigated the effectiveness of virtual reality (VR) combined with conventional therapy (CT) on upper limb (UL) function in individuals with tetraplegia. The study found that VR added to CT produced similar functional changes in UL performance compared to CT alone, but patients showed high satisfaction with the VR system. The authors suggest future research should include larger sample sizes and increased dosage of VR therapy to further explore its potential benefits.

Practical Implications

Motivation and Engagement

VR can enhance patient motivation and adherence to treatment due to its engaging and enjoyable nature.

Clinical Practice

VR may be considered as a supplementary tool in upper limb rehabilitation for tetraplegia, especially for enhancing patient engagement.

Future Research

Future studies should focus on optimizing VR therapy dosage and exploring its long-term effects with larger sample sizes.

Study Limitations

  • 1
    Small sample size
  • 2
    Short intervention period (5 weeks)
  • 3
    Limited generalizability due to specific inclusion criteria

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