Changing stroke rehab and research worldwide now.Time is Brain! trillions and trillions of neurons that DIE each day because there are NO effective hyperacute therapies besides tPA(only 12% effective). I have 523 posts on hyperacute therapy, enough for researchers to spend decades proving them out. These are my personal ideas and blog on stroke rehabilitation and stroke research. Do not attempt any of these without checking with your medical provider. Unless you join me in agitating, when you need these therapies they won't be there.

What this blog is for:

My blog is not to help survivors recover, it is to have the 10 million yearly stroke survivors light fires underneath their doctors, stroke hospitals and stroke researchers to get stroke solved. 100% recovery. The stroke medical world is completely failing at that goal, they don't even have it as a goal. Shortly after getting out of the hospital and getting NO information on the process or protocols of stroke rehabilitation and recovery I started searching on the internet and found that no other survivor received useful information. This is an attempt to cover all stroke rehabilitation information that should be readily available to survivors so they can talk with informed knowledge to their medical staff. It lays out what needs to be done to get stroke survivors closer to 100% recovery. It's quite disgusting that this information is not available from every stroke association and doctors group.

Sunday, January 14, 2018

Efficacy of a virtual reality commercial gaming device in upper limb recovery after stroke: A randomized, controlled study

How many fucking times does virtual reality need to be proven in research before someone writes up a fucking stroke protocol on it? NEVER I BET.
With 89 virtual reality posts back to September, 2011 it just shows the fucking incompetence in stroke. 
Ask your doctor what stroke research partner they are working with to determine the best interventions for stroke rehab. Your doctor can't be that lazy sit on your asses person, waiting for SOMEONE ELSE TO SOLVE THE PROBLEM. The solutions are out there we just need them translated into protocols.
http://search.naric.com/research/rehab/redesign_record.cfm?search=2&type=all&criteria=J77367&phrase=no&rec=135305&article_source=Rehab&international=0&international_language=&international_location=
Topics in Stroke Rehabilitation , Volume 23(5) , Pgs. 333-340.

NARIC Accession Number: J77367.  What's this?
ISSN: 1074-9357.
Author(s): Kong, Keng-He; Loh, Yong-Joo; Thia, Ernest; Chai, Audrey; Ng, Cheww-Yin; Soh, Yan-Ming; Toh, Shirlene; Tjan, Soon-Yin.
Publication Year: 2016.
Number of Pages: 8.
Abstract: Study compared the efficacy of a virtual reality commercial gaming device, Nintendo Wii (NW), with conventional therapy and customary care in facilitating upper-limb recovery after stroke. A total of 105 subjects admitted to inpatient rehabilitation within 6 weeks of stroke onset were randomly assigned to one of three groups of upper-limb exercises: (1) NW gaming, (2) conventional therapy, or (3) control (1 hour of occupational therapy daily). NW gaming and conventional therapy were provided four times a week for 3 weeks. The main outcome measure was Fugl-Meyer assessment (FMA) of upper limb function. Secondary outcome measures included Action Research Arm Test, Functional Independence Measure, and Stroke Impact Scale. These measures were assessed at baseline, at completion of the intervention (week 3), and at 4 weeks and 8 weeks after completion of intervention. The mean baseline FMA score was 16.4. There was no difference in FMA scores between all 3 groups at the end of intervention, and at 4 and 8 weeks after completion of intervention. Similar findings were also noted for the secondary outcome measures. Findings suggest that 12 sessions of augmented upper-limb exercises via NW gaming or conventional therapy over a 3-week period was not effective in enhancing upper-limb motor recovery compared to control.
Descriptor Terms: BODY MOVEMENT, COMPUTER APPLICATIONS, EXERCISE, LIMBS, MOTOR SKILLS, OCCUPATIONAL THERAPY, OUTCOMES, PHYSICAL THERAPY, RECREATION, REHABILITATION, STROKE, THERAPEUTIC TRAINING.


Can this document be ordered through NARIC's document delivery service*?: Y.

Citation: Kong, Keng-He, Loh, Yong-Joo, Thia, Ernest, Chai, Audrey, Ng, Cheww-Yin, Soh, Yan-Ming, Toh, Shirlene, Tjan, Soon-Yin. (2016). Efficacy of a virtual reality commercial gaming device in upper limb recovery after stroke: A randomized, controlled study.  Topics in Stroke Rehabilitation , 23(5), Pgs. 333-340. Retrieved 1/14/2018, from REHABDATA database.

No comments:

Post a Comment