본문 바로가기
  • Home

The Effects of Virtual Reality Exercise Program with Wii-Fit^(TM)on Dynamic Balance and Walking Ability in Patients with Stroke

  • Journal of Korean Medicine Rehabilitation
  • Abbr : JKMR
  • 2011, 21(2), pp.227-238
  • Publisher : The Korean Academy Of Oriental Rehabilitation Medicine
  • Research Area : Medicine and Pharmacy > Korean Medicine

Kim Jung Hee 1 Jongsoo Lee 2 이수현 3 김성식 3 이병희 3

1서울재활병원
2경희대학교
3삼육대학교

Accredited

ABSTRACT

Objectives :This study was to investigate the effects on using Virtual reality exercise program Wii-Fit^(TM) for dynamic balance and walking ability in patients with stroke. Methods :The 22 subjects were randomly selected from the patients of the S hospital who met the study conditions. They were divided into a Wii-Fit^(TM)balance game group of 12 patients and a conventional physical therapy group of 10 patients. The Wii-Fit^(TM)balance game group received Wii-Fit^(TM)balance game and general physiotherapy for 5 days a weeks, 30 minutes a day, for a 4 weeks and the conventional physical therapy group received general physiotherapy for the same period. The subjects were measured and compared for Brunel balance assessment, functional gait assessment, 6 minute walk test, GAITRite system before and after the program. Results :The experimental group tend to improve more than control group in shifting the weight to the affected side(p=0.040) and tap test(p<0.001). The experimental group tend to improve more than control group in FGA(p=0.016). The experimental group improved significantly more than control group in 6MWT(p=0.008). The experimental group improved significantly more than control group in gait speed, cadence, stride length. Conclusions :Virtual Reality program( Wii-Fit^(TM)) with conventional physical therapy shows the benefits on dynamic balance and gait parameters in patients with stroke.

Citation status

* References for papers published after 2023 are currently being built.