Titulo:

Viabilidad, seguridad y diversión durante el entrenamiento con Wii Balance Board Exergame en personas con ictus subagudo
.

Sumario:

Introducción. Nintendo® Wii es una plataforma de realidad virtual no inmersiva que funciona integrada con la Wii Balance Board como un sistema de biofeedback para la rehabilitación del equilibrio en pacientes después de un accidente cerebrovascular. Objetivo. El objetivo principal era evaluar la viabilidad de emplear el entrenamiento con Wii Balance Board como un enfoque de tratamiento independiente en la práctica clínica para pacientes con apoplejía subaguda. El objetivo secundario era evaluar el estado de disfrute durante el entrenamiento con la Wii Balance Board y calcular el tamaño del efecto para un estudio definitivo. Método. El diseño del estudio fue un ensayo piloto de control aleatorio. Reclutamos a 20 pacientes con AVC subagudo ut... Ver más

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Revista de Investigación e Innovación en Ciencias de la Salud - 2024

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country_str Colombia
collection Revista de Investigación e Innovación en Ciencias de la Salud
title Viabilidad, seguridad y diversión durante el entrenamiento con Wii Balance Board Exergame en personas con ictus subagudo
spellingShingle Viabilidad, seguridad y diversión durante el entrenamiento con Wii Balance Board Exergame en personas con ictus subagudo
Pratihar, Sayan
R. P., Shanmuga Priya
Exergames
Wii Balance Board
seguridad
no inmersivo
Nintendo® Wii Fit Plus
disfrute
realidad virtual
golpe subagudo
viabilidad
Equilibrio
enjoyment
Balance
Exergames
feasibility
sub-acute stroke
virtual reality
Nintendo® Wii Fit Plus
safety
non-immersive
Wii Balance Board
title_short Viabilidad, seguridad y diversión durante el entrenamiento con Wii Balance Board Exergame en personas con ictus subagudo
title_full Viabilidad, seguridad y diversión durante el entrenamiento con Wii Balance Board Exergame en personas con ictus subagudo
title_fullStr Viabilidad, seguridad y diversión durante el entrenamiento con Wii Balance Board Exergame en personas con ictus subagudo
title_full_unstemmed Viabilidad, seguridad y diversión durante el entrenamiento con Wii Balance Board Exergame en personas con ictus subagudo
title_sort viabilidad, seguridad y diversión durante el entrenamiento con wii balance board exergame en personas con ictus subagudo
description Introducción. Nintendo® Wii es una plataforma de realidad virtual no inmersiva que funciona integrada con la Wii Balance Board como un sistema de biofeedback para la rehabilitación del equilibrio en pacientes después de un accidente cerebrovascular. Objetivo. El objetivo principal era evaluar la viabilidad de emplear el entrenamiento con Wii Balance Board como un enfoque de tratamiento independiente en la práctica clínica para pacientes con apoplejía subaguda. El objetivo secundario era evaluar el estado de disfrute durante el entrenamiento con la Wii Balance Board y calcular el tamaño del efecto para un estudio definitivo. Método. El diseño del estudio fue un ensayo piloto de control aleatorio. Reclutamos a 20 pacientes con AVC subagudo utilizando una técnica de aleatorización en bloque. Los participantes del grupo experimental recibieron entrenamiento en la Wii Balance Board durante 12 sesiones de hasta 2 semanas. Los participantes del grupo de control recibieron tratamientos estándar de fisioterapia para el equilibrio en posición erguida durante 12 sesiones de hasta 2 semanas. Las medidas de los resultados fueron la documentación clínica-log para las pruebas de viabilidad, el cuestionario de disfrute del exergame, el mini-BESTest y los FIMs. Resultados. La tasa de matrícula y retención del estudio fue respectivamente del 80% (n = 20) y 70% en cada grupo (n = 7). Se informó que la tasa de incidencia de eventos adversos del entrenamiento Wii Fit fue del 40% (n = 4), junto con una tasa moderada de disfrute (promedio sd = 50,10 14,69; n = 10). La intervención experimental no ofreció beneficios significativos sobre la intervención de control (p = 0,539, 0,622; d = -0,280, -0,224 de Cohen; IC 95%: -1,15 a 0,60, -1,10 a 0,65). Conclusión. El entrenamiento de exergames basado en la Wii Balance Board puede considerarse un enfoque factible y seguro para el entrenamiento del equilibrio entre pacientes con ACV subagudo. Sin embargo, los exerjuegos no pueden reemplazar la rehabilitación de equilibrio de atención estándar debido a su escasa eficacia a corto plazo.
description_eng Introduction. Nintendo® Wii is a non-immersive virtual reality platform that works integrated with the Wii Balance Board as a biofeedback system for balance rehabilitation among post-stroke patients. Objective. Primary objective was to evaluate the feasibility of employing Wii Balance Board training as a standalone treatment approach in clinical practice for sub-acute stroke patients. The secondary objective was to assess the enjoyment status during Wii Balance Board training and to calculate effect size for definitive study. Method. The study design was pilot randomized control trial. We recruited 20 sub-acute stroke patients using a block randomization technique. The participants in the experimental group received Wii Balance Board training for 12 sessions up to 2 weeks. The control group participants received standard physiotherapy treatments for standing balance for 12 sessions until 2 weeks. Outcome measures were clinical-log documentation for feasibility testing, Exergame Enjoyment Questionnaire, mini-BESTest, and FIMs. Results. The study’s enrollment and retention rate was respectively 80% (n = 20) and 70% in each group (n = 7). The incidence rate of adverse events from Wii Fit training was reported to be 40% (n = 4), along with a moderate enjoyment rate (mean±sd=50.10 ± 14.69; n = 10). The experimental intervention did not offer significant benefits over control intervention (p = 0.539, 0.622; Cohen’s d = -0.280, -0.224; 95% CI: -1.158 to 0.605, -1.101 to 0.658). Conclusion. The Wii Balance Board-based exergames training can be considered a feasible and safe balance training approach among sub-acute stroke patients. However, exergames cannot replace standard care balance rehabilitation due to poor efficacy in short term.
author Pratihar, Sayan
R. P., Shanmuga Priya
author_facet Pratihar, Sayan
R. P., Shanmuga Priya
topicspa_str_mv Exergames
Wii Balance Board
seguridad
no inmersivo
Nintendo® Wii Fit Plus
disfrute
realidad virtual
golpe subagudo
viabilidad
Equilibrio
topic Exergames
Wii Balance Board
seguridad
no inmersivo
Nintendo® Wii Fit Plus
disfrute
realidad virtual
golpe subagudo
viabilidad
Equilibrio
enjoyment
Balance
Exergames
feasibility
sub-acute stroke
virtual reality
Nintendo® Wii Fit Plus
safety
non-immersive
Wii Balance Board
topic_facet Exergames
Wii Balance Board
seguridad
no inmersivo
Nintendo® Wii Fit Plus
disfrute
realidad virtual
golpe subagudo
viabilidad
Equilibrio
enjoyment
Balance
Exergames
feasibility
sub-acute stroke
virtual reality
Nintendo® Wii Fit Plus
safety
non-immersive
Wii Balance Board
citationedition : Press articles
publisher Fundación Universitaria María Cano
ispartofjournal Revista de Investigación e Innovación en Ciencias de la Salud
source https://riics.info/index.php/RCMC/article/view/332
language Inglés
format Article
rights This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
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Revista de Investigación e Innovación en Ciencias de la Salud - 2024
https://creativecommons.org/licenses/by-nc-nd/4.0/deed.es
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spelling Viabilidad, seguridad y diversión durante el entrenamiento con Wii Balance Board Exergame en personas con ictus subagudo
Exergames
Viabilidad, seguridad y diversión durante el entrenamiento con Wii Balance Board Exergame en personas con ictus subagudo
Artículo de revista
Wii Balance Board
seguridad
no inmersivo
Nintendo® Wii Fit Plus
disfrute
realidad virtual
golpe subagudo
viabilidad
Equilibrio
Introducción. Nintendo® Wii es una plataforma de realidad virtual no inmersiva que funciona integrada con la Wii Balance Board como un sistema de biofeedback para la rehabilitación del equilibrio en pacientes después de un accidente cerebrovascular. Objetivo. El objetivo principal era evaluar la viabilidad de emplear el entrenamiento con Wii Balance Board como un enfoque de tratamiento independiente en la práctica clínica para pacientes con apoplejía subaguda. El objetivo secundario era evaluar el estado de disfrute durante el entrenamiento con la Wii Balance Board y calcular el tamaño del efecto para un estudio definitivo. Método. El diseño del estudio fue un ensayo piloto de control aleatorio. Reclutamos a 20 pacientes con AVC subagudo utilizando una técnica de aleatorización en bloque. Los participantes del grupo experimental recibieron entrenamiento en la Wii Balance Board durante 12 sesiones de hasta 2 semanas. Los participantes del grupo de control recibieron tratamientos estándar de fisioterapia para el equilibrio en posición erguida durante 12 sesiones de hasta 2 semanas. Las medidas de los resultados fueron la documentación clínica-log para las pruebas de viabilidad, el cuestionario de disfrute del exergame, el mini-BESTest y los FIMs. Resultados. La tasa de matrícula y retención del estudio fue respectivamente del 80% (n = 20) y 70% en cada grupo (n = 7). Se informó que la tasa de incidencia de eventos adversos del entrenamiento Wii Fit fue del 40% (n = 4), junto con una tasa moderada de disfrute (promedio sd = 50,10 14,69; n = 10). La intervención experimental no ofreció beneficios significativos sobre la intervención de control (p = 0,539, 0,622; d = -0,280, -0,224 de Cohen; IC 95%: -1,15 a 0,60, -1,10 a 0,65). Conclusión. El entrenamiento de exergames basado en la Wii Balance Board puede considerarse un enfoque factible y seguro para el entrenamiento del equilibrio entre pacientes con ACV subagudo. Sin embargo, los exerjuegos no pueden reemplazar la rehabilitación de equilibrio de atención estándar debido a su escasa eficacia a corto plazo.
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Fundación Universitaria María Cano
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enjoyment
Introduction. Nintendo® Wii is a non-immersive virtual reality platform that works integrated with the Wii Balance Board as a biofeedback system for balance rehabilitation among post-stroke patients. Objective. Primary objective was to evaluate the feasibility of employing Wii Balance Board training as a standalone treatment approach in clinical practice for sub-acute stroke patients. The secondary objective was to assess the enjoyment status during Wii Balance Board training and to calculate effect size for definitive study. Method. The study design was pilot randomized control trial. We recruited 20 sub-acute stroke patients using a block randomization technique. The participants in the experimental group received Wii Balance Board training for 12 sessions up to 2 weeks. The control group participants received standard physiotherapy treatments for standing balance for 12 sessions until 2 weeks. Outcome measures were clinical-log documentation for feasibility testing, Exergame Enjoyment Questionnaire, mini-BESTest, and FIMs. Results. The study’s enrollment and retention rate was respectively 80% (n = 20) and 70% in each group (n = 7). The incidence rate of adverse events from Wii Fit training was reported to be 40% (n = 4), along with a moderate enjoyment rate (mean±sd=50.10 ± 14.69; n = 10). The experimental intervention did not offer significant benefits over control intervention (p = 0.539, 0.622; Cohen’s d = -0.280, -0.224; 95% CI: -1.158 to 0.605, -1.101 to 0.658). Conclusion. The Wii Balance Board-based exergames training can be considered a feasible and safe balance training approach among sub-acute stroke patients. However, exergames cannot replace standard care balance rehabilitation due to poor efficacy in short term.
Pratihar, Sayan
R. P., Shanmuga Priya
Balance
Exergames
feasibility
sub-acute stroke
virtual reality
Nintendo® Wii Fit Plus
safety
non-immersive
Wii Balance Board
: Press articles
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2023-08-09
https://riics.info/index.php/RCMC/article/download/332/1053
https://riics.info/index.php/RCMC/article/download/332/1052
https://doi.org/10.46634/riics.332
10.46634/riics.332
2665-2056
2023-08-09T15:37:24Z
2023-08-09T15:37:24Z