The DOI matches its Crossref record.
Comparison of the immediate effect of the training with a virtual reality game in stroke patients according side brain injury
Abstract
Background: Stroke is a major cause of motor disability in adults and needs interventions that contribute to motor recovery. Objective: This study aimed to compare the immediate effect of the training with virtual reality game in stroke patients according side brain injury. Methods: The participants included 20 patients (10 right brain injury), mean age of 50.6 ± 9.2 years, and 20 healthy subjects of 50.9 ± 8.8 years. All participants made a kinematic evaluation of drinking a cup of water before and after training with the table tennis game of the XBOX 360 Kinect ® , in two series of 10 tries of 45 s, with 15 minutes rest between them, a total of 30 minutes. Data were analyzed by ANOVA. Results: There was a significant difference in the number of hits between patients and healthy subjects groups, in which patients had a lower performance in all the trials (p = 0.008). After the training, only patients with right brain injury improved their shoulder and elbow angles, approaching the left upper limb movement pattern of healthy subjects (p < 0.05). Conclusion: Patients with right brain injury responded better to the virtual reality game, suggesting introduction of new treatment techniques that promote neurorehabilitation.
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“Benefits have been described for upper and lower limb function, gait, and for everyday activities such as using a hammer or drinking from a cup [40, 41, 42, 43]. Two meta analyses, comparing virtual reality treatments with conventional therapy, showed that results favoured the former [40, 41].”
From Evaluating the Benefits of Aphasia Intervention Delivered in Virtual Reality: Results of a Quasi-Randomised Study (2016) · cites this paper as [43]
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Cited by
Marshall, J., Booth, T., Devane, N., Galliers, J., Greenwood, H., Hilari, K., Talbot, R., Wilson, S., & Woolf, C. (2016) · PLOS ONE · doi:10.1371/journal.pone.0160381 · Cited by 127
“Benefits have been described for upper and lower limb function, gait, and for everyday activities such as using a hammer or drinking from a cup [40, 41, 42, 43].”
Background
Metadata
- Authors
- Fernandes, A. B. G. S., Oliveira dos Passos, J., Paiva de Brito, D., & Fernandes Campos, T.
- Affiliations
- Universidade Federal do Rio Grande do Norte (BR)
- Federal University of Rio Grande do Norte, Department of Physiotherapy, Laboratory of Moviment and Health, Natal/RN, Brazil
- Venue
- NeuroRehabilitation: An International, Interdisciplinary Journal
- Publisher
- SAGE Publications
- Published
- 2014-09-03
- Volume
- 35
- Issue
- 1
- Pages
- 39-45
- ISSN
- 1053-8135 (ISSN-L)
- 1878-6448
- OpenAlex
- W1892939180
- Cited by
- 19
- References
- 0
- Citations by year
- 2026: 2 · 2025: 1 · 2023: 2 · 2022: 1 · 2021: 4 · 2020: 3 · 2018: 2 · 2017: 1 · 2016: 1 · 2015: 1 · 2014: 1
- FWCI
- 1.30
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Neurorehabilitation (publishedVersion)
- PubMed (publishedVersion)
- Topics
- Health Sciences › Medicine › Rehabilitation › Stroke Rehabilitation and Recovery
- Life Sciences › Neuroscience › Cognitive Neuroscience › Spatial Neglect and Hemispheric Dysfunction
- Life Sciences › Neuroscience › Cognitive Neuroscience › Motor Control and Adaptation
- Keywords
- stroke, virtual reality, stroke rehabilitation, upper limb motor recovery, kinematic analysis, motor impairment, hemispheric lateralization
- MeSH terms
- Stroke Rehabilitation, Adult, Arm, Brain Injuries, Computer Simulation, Female, Humans, Male, Middle Aged, Treatment Outcome, Stroke, Virtual Reality Exposure Therapy
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- CoChat. (2026). Citation check: Comparison of the immediate effect of the training with a virtual reality game in stroke patients according side brain injury. https://app.cochat.ai/papers/10.3233/nre-141105
- The paper
- Fernandes, A. B. G. S., Oliveira dos Passos, J., Paiva de Brito, D., & Fernandes Campos, T. (2014). Comparison of the immediate effect of the training with a virtual reality game in stroke patients according side brain injury. NeuroRehabilitation: An International, Interdisciplinary Journal. https://doi.org/10.3233/nre-141105
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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.