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The aim of this study was to investigate the effects of using virtual reality games in addition to conventional rehabilitation on balance and mobility of subjects with stroke. The study included 10 subjects with chronic hemiparesis that were divided into two groups, Virtual Reality Group (VRG) and Control Group (CG). The VRG participated in interventions that included traditional rehabilitation practices and games in virtual reality and the CG participated exclusively in traditional rehabilitation. It was used as evaluation tools to Berg Balance Scale (BERG), the Functional Reach Test (FRT), the Dynamic Gait Index (DGI) and Timed Up and Go Test (TUG). The results showed no significant difference between the groups, suggesting that the two methods of treatment promoted similar effects.
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Author(s): Alessandra Narciso Garcia Ana Beatriz CarvalhoGiordano Marcio Gatinho Bonuzzi Gisele Carla de Palma Fabio Navarro Cyrillo Mirna Migliacci Forte Vieira Sandra Regina Alouche Jose Eduardo Pompeu Camila TorrianiPasin
Stroke, Nintendo WII, Static balance, Dinamic balance, Gait, General Medicine