Only 2 years old so maybe your doctor can talk intelligently about it.
http://www.ncbi.nlm.nih.gov/pubmed/21901720
Source
Department
of Rehabilitation and Aged Care, Flinders University, Repatriation
General Hospitals, Daws Road, Daw Park, Adelaide, Australia, 5041.
Abstract
BACKGROUND:
Virtual
reality and interactive video gaming have emerged as new treatment
approaches in stroke rehabilitation. In particular, commercial gaming
consoles are being rapidly adopted in clinical settings; however, there
is currently little information about their effectiveness.
OBJECTIVES:
To
evaluate the effects of virtual reality and interactive video gaming on
upper limb, lower limb and global motor function after stroke.
SEARCH STRATEGY:
We
searched the Cochrane Stroke Group Trials Register (March 2010), the
Cochrane Central Register of Controlled Trials (The Cochrane Library
2010, Issue 1), MEDLINE (1950 to March 2010), EMBASE (1980 to March
2010) and seven additional databases. We also searched trials
registries, conference proceedings, reference lists and contacted key
researchers in the area and virtual reality equipment manufacturers.
SELECTION CRITERIA:
Randomised
and quasi-randomised trials of virtual reality ('an advanced form of
human-computer interface that allows the user to 'interact' with and
become 'immersed' in a computer-generated environment in a naturalistic
fashion') in adults after stroke. The primary outcomes of interest were:
upper limb function and activity, gait and balance function and
activity and global motor function.
DATA COLLECTION AND ANALYSIS:
Two
review authors independently selected trials based on pre-defined
inclusion criteria, extracted data and assessed risk of bias. A third
review author moderated disagreements when required. The authors
contacted all investigators to obtain missing information.
MAIN RESULTS:
We
included 19 trials which involved 565 participants. Study sample sizes
were generally small and interventions and outcome measures varied,
limiting the ability to which studies could be compared. Intervention
approaches in the included studies were predominantly designed to
improve motor function rather than cognitive function or activity
performance. The majority of participants were relatively young and more
than one year post stroke. Primary outcomes: results were statistically
significant for arm function (standardised mean difference (SMD) 0.53,
95% confidence intervals (CI) 0.25 to 0.81 based on seven studies with
205 participants). There were no statistically significant effects for
grip strength or gait speed. We were unable to determine the effect on
global motor function due to insufficient numbers of comparable studies.
Secondary outcomes: results were statistically significant for
activities of daily living (ADL) outcome (SMD 0.81, 95% CI 0.39 to 1.22
based on three studies with 101 participants); however, we were unable
to pool results for cognitive function, participation restriction and
quality of life or imaging studies. There were few adverse events
reported across studies and those reported were relatively mild. Studies
that reported on eligibility rates showed that only 34% (standard
deviation (SD) 26, range 17 to 80) of participants screened were
recruited.
AUTHORS' CONCLUSIONS:
We found limited
evidence that the use of virtual reality and interactive video gaming
may be beneficial in improving arm function and ADL function when
compared with the same dose of conventional therapy. There was
insufficient evidence to reach conclusions about the effect of virtual
reality and interactive video gaming on grip strength or gait speed. It
is unclear at present which characteristics of virtual reality are most
important and it is unknown whether effects are sustained in the longer
term. Furthermore, there are currently very few studies evaluating the
use of commercial gaming consoles (such as the Nintendo Wii).
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