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  4. Study on the Effectiveness of Virtual Reality Game-Based Training on Balance and Functional Performance in Individuals with Paraplegia

Study on the Effectiveness of Virtual Reality Game-Based Training on Balance and Functional Performance in Individuals with Paraplegia

Topics in Spinal Cord Injury Rehabilitation, 2017 · DOI: 10.1310/sci16-00003 · Published: May 4, 2017

Spinal Cord InjuryAssistive TechnologyRehabilitation

Simple Explanation

This study investigates whether virtual reality (VR) game-based balance training is more effective than real-world task-specific balance training for individuals with paraplegia to improve their sitting balance and functional performance. Participants with spinal cord injuries between T6 and T12 were divided into two groups. One group received VR game-based training, while the other received real-world task-specific training for 4 weeks. The study found that VR game-based training led to greater improvements in balance and functional performance compared to real-world task-specific training.

Study Duration
4 weeks
Participants
30 participants (28 males, 2 females) with traumatic spinal cord injury between T6 and T12
Evidence Level
Not specified

Key Findings

  • 1
    Modified Functional Reach Test (mFRT) scores showed a significant change over time and a significant interaction between time and group, indicating that VR training had a greater impact on reach distance.
  • 2
    The t-shirt test scores showed a significant change due to the type of training, suggesting that VR training improved the ability to perform dressing tasks.
  • 3
    Self-care component scores of the Spinal Cord Independence Measure–III (SCIM-III) showed a significant change over time, suggesting that both training methods improved self-care abilities, but VR group performed better.

Research Summary

This study compared the effectiveness of virtual reality (VR) game-based training and real-world task-specific training on balance and functional performance in individuals with paraplegia. The results indicated that VR game-based training led to better improvements in balance, as measured by the modified Functional Reach Test (mFRT), and functional performance, as measured by the t-shirt test, compared to real-world task-specific training. The study concludes that VR game-based training can be a more effective method for improving balance and functional performance in individuals with paraplegia than traditional real-world task-specific balance training.

Practical Implications

Rehabilitation Strategy

VR game-based training can be integrated into rehabilitation programs for individuals with paraplegia to improve balance and functional performance.

Motivation and Engagement

VR games can enhance motivation and engagement in rehabilitation, potentially leading to better outcomes.

Task-Specific Training

While VR training shows promise, real-world task-specific training remains a valuable component of rehabilitation.

Study Limitations

  • 1
    PlayStation 2 and EyeToy were used for VR training instead of more sophisticated instruments.
  • 2
    The participants included in the study were from a single source.
  • 3
    Future studies can be performed with people with high paraplegia and incomplete SCI (ASIA C and D) to see how the training protocols affects their performance.

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