The DOI matches its Crossref record; 68 of the 68 references it cites were found in a registry or an index.
Feasibility of Using the Sony PlayStation 2 Gaming Platform for an Individual Poststroke: A Case Report
Abstract
RATIONALE: Many Americans live with physical functional limitations stemming from stroke. These functional limitations can be reduced by task-specific training that is repetitive, motivating, and augmented with feedback. Virtual reality (VR) is reported to offer an engaging environment that is repetitive, safe, motivating, and gives task-specific feedback. The purpose of this case report was to explore the use of a low-cost VR device [Sony PlayStation 2 (PS2) EyeToy] for an individual in the chronic phase of stroke recovery. CASE: An individual two years poststroke with residual sensorimotor deficits completed 20 one-hour sessions using the PS2 EyeToy. The game's task requirements included target-based motion, dynamic balance, and motor planning. The feasibility of using the gaming platform was explored and a broad selection of outcomes was used to assess change in performance. OUTCOMES: Device use was feasible. Clinically relevant improvements were found on the Dynamic Gait Index and trends toward improvement on the Fugl-Meyer Assessment, Berg Balance Scale, UE Functional Index, Motor Activity Log, and Beck Depression Inventory. CONCLUSION: A low-cost VR system was easily used in the home. In the future it may be used to improve sensory/motor recovery following stroke as an adjunct to standard care physical therapy.
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Cites
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Cited by
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Self-citation
Metadata
- Authors
- Flynn, S., Palma, P., & Bender, A.
- Venue
- Journal of Neurologic Physical Therapy
- Published
- 2007-12
- Volume
- 31
- Issue
- 4
- Pages
- 180-189
- ISSN
- 1085-049X (ISSN-L)
- 1557-0576
- OpenAlex
- W1966106291
- Cited by
- 335
- References
- 68
- FWCI
- 9.27
- Type
- journal article
- Language
- en
- Open access
- closed
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