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Titre : | Effect of balance training using virtual reality-based serious games in individuals with total knee replacement: A randomized controlled trial (2022) |
Auteurs : | Sanaz Pournajaf ; Michela Goffredo ; Leonardo Pellicciari ; Daniele Piscitelli ; Simone Criscuolo ; Domenica Le Pera ; Carlo Damiani ; Marco Franceschini |
Type de document : | Article |
Dans : | Annals of Physical and Rehabilitation Medicine (Vol. 65, n° 6, November 2022) |
Article en page(s) : | 101609 |
Note générale : | https://doi.org/10.1016/j.rehab.2021.101609 |
Langues: | Anglais |
Descripteurs : |
HE Vinci Essais cliniques comme sujet ; Jeu sérieux ; Prothèse de genou ; Réadaptation ; Thérapie par réalité virtuelle |
Résumé : | Background Virtual reality (VR) and serious games (SGs) are widespread in rehabilitation for many orthopedic and neurological diseases. However, few studies have addressed the effects of rehabilitation with VR-based SGs on clinical, gait, and postural outcomes in individuals with total knee replacement (TKR). Objective The primary objective was the efficacy of balance training using non-immersive VR-based SGs compared to conventional therapy in TKR patients on the Time Up and Go test. Secondary objectives included the efficacy on clinical, gait, and postural outcomes. Methods We randomly allocated 56 individuals with unilateral TKR to the experimental group (EG) or control group (CG) for 15 sessions (45 min; 5 times per week) of non-immersive VR-based SGs or conventional balance training, respectively. The primary outcome was functional mobility measured by the Timed Up and Go test; secondary outcomes were walking speed, pain intensity, lower-limb muscular strength, independence in activities of daily living as well as gait and postural parameters. Results We found significant within-group differences in all clinical outcomes and in a subset of gait (p |
Disponible en ligne : | Oui |
En ligne : | https://login.ezproxy.vinci.be/login?url=https://www.sciencedirect.com/science/article/pii/S1877065721001263 |