The effect of videogames on balance skills and fear of falling in chronic stroke patients: a single subject design

Document Type : Original article

Authors

1 1. M.Sc. student, Occupational therapy Department, School of Rehabilitation Sciences, Iran University of Medical Sciences, Tehran, Iran

2 Ph.D., Head of Occupational therapy Department, School of Rehabilitation Sciences, Iran University of Medical Sciences, Tehran, Iran

3 3. Ph.D. Student, Occupational therapy Department, School of Rehabilitation Sciences, Iran University of Medical Sciences, Tehran, Iran

4 4. Ph.D., Occupational therapy Department, School of Rehabilitation Sciences, Iran University of Medical Sciences, Tehran, Iran

5 PhD., Physiotherapy Department, School of Rehabilitation Sciences, Iran University of Medical Sciences, Tehran, Iran

Abstract

Background and Aim: Balance disorder is one of the most common problems after stroke causes falling and fear of falling in some patients. The balance based video games are used in people with motor problems. The current study conducted to investigate the effectiveness of videogames on balance and fear of falling in patients with chronic stroke.
Materials and Methods: This experimental study organized in a single subject system, A-B design for four patients with chronic stroke. This method including repetitive measures conducted in two phases, baseline and then twelve intervention sessions. Berg Balance Scale, Timed up and go, Functional Reach, Step test, the maximum weight bearing in different directions and the deviation from center were conducted for balance assessing. Fear of falling questionnaire was used to assess the fear of falling. The results were considered using C-statistic, Bayesian factor, Mann Whitney U, and visual analysis
Results: The results were significant for balance skills, the maximum force produced by lower extremities at different directions and fear of falling parameters but the deviation from center did not show distinct pattern.
Conclusion: The results related to balance skills, the maximum force produced by lower extremities and also fear of falling confirmed the efficacy of videogames, however the deviation from center did not show any improvement.

Keywords


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Volume 4, Issue 3 - Serial Number 3
September and October 2015
Pages 27-37
  • Receive Date: 27 October 2014
  • Revise Date: 27 April 2015
  • Accept Date: 10 June 2015
  • First Publish Date: 23 September 2015