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Use of client-centered virtual reality in rehabilitation after stroke: a feasibility study
Uso da realidade virtual centrada no cliente na reabilitação após acidente vascular encefálico: um estudo de viabilidade
1Universidade Federal do Triângulo Mineiro, Programa de Pós-Graduação em Atenção à Saúde, Uberaba MG, Brasil;
2Universidade Federal de Minas Gerais, Programa de Pós-Graduação em Ciências da Reabilitação, Belo Horizonte MG, Brasil;
3Universidade Federal do Triângulo Mineiro, Departamento de Terapia Ocupacional, Uberaba MG, Brasil;
4Universidade Federal do Triângulo Mineiro, Laboratório Integrado de Tecnologia Assistiva (LITA), Uberaba MG, Brasil;
5Universidade
Federal do Triângulo Mineiro, Núcleo de Estudos e Pesquisas em Trabalho,
Participação Social e Saúde (NETRAS), Uberaba MG, Brasil.
Patient-centered virtual reality (VR) programs could assist in the functional recovery of people after a stroke.
Objectives:
To analyze the feasibility of a rehabilitation protocol using
client-centered VR and to evaluate changes in occupational performance
and social participation.
Methods:
This was a mixed methods study. Ten subacute and chronic stroke
patients participated in the rehabilitation program using games in
non-immersive VR for 40 minutes/day, three days/week, for 12 weeks.
Sociodemographic information was collected and the outcome variables
included were the Canadian Occupational Performance Measure (COPM) and
the Participation Scale. A field diary was used to record the frequency
of attendance and adherence of participants and an interview was
conducted at the end of program.
Results:
There were significant and clinically-relevant statistical
improvements in the COPM performance score (p < 0.001; CI = 1.29 −
4.858) and in the COPM satisfaction score (p < 0.001; CI = 1.37 −
5.124), with a difference greater than 4.28 points for performance and
4.58 points for satisfaction. The change in the scores for participation
was statistically significant (p = 0.046), but there was no clinical
improvement (dcohen = −0.596, CI = −1.862 − 0.671). The
majority of participants reported more than 75% consecutive attendance
of sessions and there was 100% adherence to the program. In the
interviews, the participants described their post-stroke difficulties;
how the video game motivated their engagement in rehabilitation; and the
improvement of occupational performance and social participation after
participating in the program.
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