DOI QR코드

DOI QR Code

The Effects of Rehabilitation Training Using Video Game on Improvement Range of Motion for Upper-Extremity, Shoulder Pain and Stress in Stroke Patients with Hemiplegia

비디오 게임을 이용한 재활운동이 뇌졸중 편마비 환자의 상지 관절가동 범위와 통증, 스트레스에 미치는 효과

  • Received : 2012.02.29
  • Accepted : 2012.04.24
  • Published : 2012.04.30

Abstract

Purpose: This study was to evaluate the effects of rehabilitation training using video game on improvement range of motion for upper -extremity, shoulder pain and stress in stroke patients with hemiplegia. Methods: The study utilized nonequivalent control group non-synchronized design. Participants are sampled from a group of people who are hospitalized in rehabilitation medicine ward at 'K' university hospital in 'S' city from January 1st 2011 to October 31th. Each 28members of control group and experimental group, total 56members were participated. One task is for 10minutes, and the video game for total 30minutes performed 5 times a week, for 3weeks. Data were analyzed by SPSS WIN 17.0. Results: The range of motion for upper-extremity in experimental group was significantly different from that in control group(shoulder flexion t=7.70, $p$ <.001, extension t=7.80, p<.001, abduction t=6.95, $p$ <.001, elbow flexion t=6.47, $p$ <.001). The shoulder pain score in experimental group was significantly different from that in control group(t=-14.58, $p$ <.001). The level of stress in experimental group was significantly different from that in control group(t=-4.89, $p$ <.001). Conclusion: The result proved that rehabilitation training using video game was an effective stroke patients to increase in range of motion for upper-extremity and decrease in the shoulder pain, stress.

Keywords

References

  1. Bayouk J. F., Boucher J. P, & Leroux A. (2006). Balance training following stroke: effects of task-oriented exercises with and without altered sensory. Journal of Rehabilitation Research. 29(1), 51-59. https://doi.org/10.1097/01.mrr.0000192100.67425.84
  2. Chen, Y. P., Kang, L. J., Chuang, T. Y., Doong, J. L., Lee, S. J., & Tsai, M. (2007). Use of virtual reality to improve upper-extremity control in children with cerebral palsy: a single-subject design. Physical Therapy. 87(11), 1441-1457. https://doi.org/10.2522/ptj.20060062
  3. Cho, K. S. & Kim, W. W. (2009). Effects of the rhy-kwon exercise with motion beat music on physical fitness and mood among adult women. Journal of Muscle and Joint Health. 16(2), 125-134.
  4. Cohen, J. (1984). Statistical power analysis for the behavioral sciences. Hillsdale, NJ: Lawrence Erlbaum Associates.
  5. Deutsch, J. E., Borbely, M., Filler, J., Huhn, K., & Guarrera-Bowlby (2008). Use of a low-cost, commercially available gaming console (wii) for rehabilitation of an adolescent with cerebral palsy. Physical Therapy. 88(10), 1196-1207. https://doi.org/10.2522/ptj.20080062
  6. Harmsen, P., Rosengren, A., Tsipogianni, A., & Wihelmsen, L. (1990). Risk factors for stroke in middle-aged men in goteborg, sweden. Stroke. 21(2), 223-229. https://doi.org/10.1161/01.STR.21.2.223
  7. Health insurance review & Assessment service. (2010, December 21). Stroke evaluation resultant opening to the public. Retrived December 20, 2011, from http://www.hira.or.kr/dummy.do
  8. Jo, Y. J. (2011). The effects of head control training using virtual reality programs on standing balance in children with spastic hemiplegia. Unpublished master's thesis, Yongin University, Yongin.
  9. Kang, H. S., Sok, S. H., & Kang, J. S. (2007). Comparison of the effects of meridian massage and hand massage on the affected upper extremity of stroke patients. The Korean Journal of Fundamentals of Nursing. 14(3), 270-279.
  10. Kang, J. Y. (2006). The effects of yoga exercise on muscle function, pain and free-radical in patients with shoulder myofascial pain syndrome. Unpublished master's thesis, Korea National Sport University, Seoul.
  11. Kim, E. K., Kang, J. H., & Lee, H. M. (2010). Effects of virtual reality based game on balance and upper extremity function in chronic stroke patients. Journal of Special Education & Rehabilitation Science. 49(3), 131-149.
  12. Kim, G. S. & Kang, J. Y. (2003). Effects of upper extremity exercise training using biofeedback and constraint-induced movement on the upper extremity function of hemiplegic patients. Journal of Korean Academy of Nursing. 33(5), 591-598. https://doi.org/10.4040/jkan.2003.33.5.591
  13. Kim, H. S. (2009). Effect of laughter program on perceived stress and psychological stress responsein stroke hemiplegic patients. Unpublished master's thesis, Myongji University, Seoul.
  14. Kim, J. H., Oh, M. H., Lee, J. S., & Ahn, H. S. (2011). The effects of training using virtual reality games on stroke patients' functional recovery. The Journal of Korean Academy of Occupational Therapy. 19(3), 101-114.
  15. Kim, J. S. (2009). An action research on the application of interactive video game on students with disabilities. Unpublished master's thesis, Korea National Sport University, Seoul.
  16. Kim, K. S., Chun, S. I., Oh, H. C., & Shin, J. B. (1995). A study of stress and depression in stroke patients relationship to ADL. The Korean Society of Occupational Therapy. 3(1), 3-20.
  17. Korea Association of Health Promotion. (2008). Stroke. Korea Association Journal of Health Promotion. 32(3), 6-13.
  18. Kwon, S. S. (2003). The effects of the taping therapy on range of motion, pain and depression in stroke patient. Journal of Korean Academy of Nursing. 33(5), 651-658. https://doi.org/10.4040/jkan.2003.33.5.651
  19. Lee, J. H. (2009). The effects of meditation music with nature sound on stroke patients stress reduction. Unpublished master's thesis, Sookmyung Women's University, Seoul.
  20. Lindgren, I., Jonsson, A. C., Norrving, B., & Lindgren, A. (2007). Shoulder pain after stroke: a prospective population-based study. Stroke. 38, 343-348. https://doi.org/10.1161/01.STR.0000254598.16739.4e
  21. Luke, G. N., Mazet, F., Masood, S., Holland, N. D., & Shimeld, S. M. (2004). Expression of amphicoe, an amphioxus COE/EBF gene, in the developing central nervous system and epidermal sensory neurons. Genesis. 38(2), 58-65. https://doi.org/10.1002/gene.20006
  22. McCaffery, M. & Beebe, A. (1989). Pain: Clinical manual for nursing practice. Missouri : Mosby.
  23. Moon, J. Y. & Cho, B. H. (2011). Relationships among rehabilitation motivation, perceived stress and social support in stroke survivors. The Korean Journal of Rehabilitation Nursing. 14(1), 24-31.
  24. Neuman, F. (1983). Maneuvers. New York : Dial Press.
  25. Pang, M. Y. C., Eng, J. J., & Miller, W. C. (2007). Determinants of satisfaction with community reintegration in older adults with chronic stroke: Role of balance self-efficacy. Physical Therapy. 87(3), 282-291. https://doi.org/10.2522/ptj.20060142
  26. Park, S. W., Jang, K. E., Lee, H. S., & Park, D. S. (1999). The relationship between activities of daily living and cognitive function, anxiety, stress, depression in stroke patients. Journal of Korea Academy of Rehabilitation Medicine. 23(1), 1-8.
  27. Rhee, M. H. (2009). Video game based exercise for locomotion of stroke patients. Unpublished master's thesis, Catholic University of Pusan, Pusan.
  28. Saposnik, G. & Levin, M. (2011). Stroke outcome research canada (SORCan) working group: virtual reality in stroke rehabilitation: a meta-analysis and implications for clinicians. Stroke. 42(5), 1380-1386. https://doi.org/10.1161/STROKEAHA.110.605451
  29. Seo, S. M., Song, C. H., Lee, K. J., & Lee, Y. W. (2011). Video game based exercise for upper-extremity function, strength, visual perception of stroke patients. Journal of Special Education & Rehabilitation Science. 50(1), 155-180.
  30. Tak, S. J. (2011). The effect of virtual reality training using a video game for sitting balance with spinal cord injury patients. Unpublished master's thesis, Sahmyook University, Seoul.

Cited by

  1. The Effect of Functional Dependency and Stress on Health-related Quality of Life in Patients under Rehabilitation after Stroke vol.20, pp.2, 2013, https://doi.org/10.5953/JMJH.2013.20.2.81