Archives of physical medicine and rehabilitation · 2006
Video game-based exercises for balance rehabilitation: a single-subject design.
Клинический случайСтатьяНазвание и аннотация: Перевод пока не подготовлен
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Betker Aimee L, Szturm Tony, Moussavi Zahra K, Nett Cristabel
Аннотация
OBJECTIVES: To investigate whether coupling foot center of pressure (COP)-controlled video games to standing balance exercises will improve dynamic balance control and to determine whether the motivational and challenging aspects of the video games would increase a subject's desire to perform the exercises and complete the rehabilitation process.
DESIGN: Case study, pre- and postexercise.
SETTING: University hospital outpatient clinic.
PARTICIPANTS: A young adult with excised cerebellar tumor, 1 middle-aged adult with single right cerebrovascular accident, and 1 middle-aged adult with traumatic brain injury.
INTERVENTION: A COP-controlled, video game-based exercise system.
MAIN OUTCOME MEASURES: The following were calculated during 12 different tasks: the number of falls, range of COP excursion, and COP path length.
RESULTS: Postexercise, subjects exhibited a lower fall count, decreased COP excursion limits for some tasks, increased practice volume, and increased attention span during training.
CONCLUSIONS: The COP-controlled video game-based exercise regime motivated subjects to increase their practice volume and attention span during training. This in turn improved subjects' dynamic balance control.
DESIGN: Case study, pre- and postexercise.
SETTING: University hospital outpatient clinic.
PARTICIPANTS: A young adult with excised cerebellar tumor, 1 middle-aged adult with single right cerebrovascular accident, and 1 middle-aged adult with traumatic brain injury.
INTERVENTION: A COP-controlled, video game-based exercise system.
MAIN OUTCOME MEASURES: The following were calculated during 12 different tasks: the number of falls, range of COP excursion, and COP path length.
RESULTS: Postexercise, subjects exhibited a lower fall count, decreased COP excursion limits for some tasks, increased practice volume, and increased attention span during training.
CONCLUSIONS: The COP-controlled video game-based exercise regime motivated subjects to increase their practice volume and attention span during training. This in turn improved subjects' dynamic balance control.