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Therapeutic Effect of Virtual Reality on Post-Stroke Patients:

Randomized Clinical Trial

Erika Pedreira da Fonseca, PT, MSc,*,† Nildo Manoel Ribeiro da Silva, PT, PhD,‡
and Elen Beatriz Pinto, PT, PhD†

Objectives: The study aimed to check the therapeutic effect of virtual reality as-
sociated with conventional physiotherapy on gait balance and the occurrence of
falls after a stroke. Methods: This was a randomized, blinded clinical trial con-
ducted with post-stroke patients, randomized into two groups—treatment group
and control group—and subjected to balance assessments by the Dynamic Gait
Index and investigation of falls before and after 20 intervention sessions. Statis-
tically significant difference was considered at P < .05. Results: We selected 30 patients,
but there were three segment losses, resulting in a total of 13 patients in the control
group and 14 in the treatment group. There was an improvement in gait balance
and reduced occurrence of falls in both groups. After intervention, the differ-
ences in gait balance in the control group (P = .047) and the reduction in the occurrence
of falls in the treatment group (P = .049) were significant. However, in inter-
group analysis, there was no difference in the two outcomes. Conclusions: Therapy
with games was a useful tool for gait balance rehabilitation in post-stroke pa-
tients, with repercussions on the reduction of falls. Key Words: Stroke—
balance—virtual reality—rehabilitation.
© 2017 National Stroke Association. Published by Elsevier Inc. All rights reserved.

Introduction is a functional motor skill6 that may be compromised in


the hemiparetic patient, because of visual, vestibular sensory,
Stroke affects millions of people worldwide annually.1,2
somatosensory information, or motor changes.12-14 In some
Despite the decline in mortality of the disease in Brazil,3
cases, strategies to maintain postural control are not ef-
the affected survivors may present with disabilities.4 The
fective enough, leading to falls.15 Various authors have
main consequence of stroke is hemiplegia or hemiparesis,5
reported that after a stroke, 25%-75% of patients have a
which can result in sensory-motor deficit, and conse-
history of falls, and 10% of those who fall suffer severe
quently change in balance, functional limitation, and risk
consequences,15,16 with 73% of these patients requiring hos-
of falls.5-10 Authors report that these falls frequently oc-
pitalization as a result of the fall.17 A tool used for assessment
curred more in a home environment and during gait.11
is the Dynamic Gait Index (DGI), which evaluates gait
Most of these patients recover the ability to walk, but
balance and is a predictor of falls.9
in many cases there is change in postural control.12-14 Balance
Rehabilitation of the body balance of post-stroke pa-
tients is indispensable9,18 to avoid episodes of falls—the
From the *Católica University of Salvador, Salvador, Bahia, Brazil; main complications after a stroke.18 Among the differ-
†Bahia School of Medicine and Public Health, Salvador, Brazil; and
ent approaches for this purpose is virtual reality,19 which
‡Federal University of Bahia, Salvador, Brazil.
Received May 25, 2016; revision received August 15, 2016; accepted
aims to simulate functional activities that are the basis
August 23, 2016. for rehabilitation of neurologic patients.19-23 Several authors
Address correspondence to Erika Pedreira da Fonseca, PT, MSc, have observed improvement of body balance after a stroke
Católica University of Salvador, Pinto de Aguiar av, n. 2589, Pituaçu, in patients who underwent rehabilitation with virtual reality.
41740-090, Salvador, Bahia, Brazil. E-mail: erikapedreira@gmail.com.
These studies showed the feasibility of virtual reality as
1052-3057/$ - see front matter
© 2017 National Stroke Association. Published by Elsevier Inc. All
a therapeutic resource, although the studies were con-
rights reserved. ducted with a small sample.7,8,20,23-27 Virtual reality has been
http://dx.doi.org/10.1016/j.jstrokecerebrovasdis.2016.08.035 reported as an adjunctive tool in the rehabilitation of

94 Journal of Stroke and Cerebrovascular Diseases, Vol. 26, No. 1 (January), 2017: pp 94–100
VIRTUAL REALITY ON POST-STROKE PATIENTS 95
post-stroke patients, as it is capable of generating more and stretching the arms and legs with a duration of 60
motivation and entertainment.21,23,27 seconds, for a total time of 15 minutes, followed by 45
However, balance during gait and the occurrence of minutes of exercise with Nintendo Wii. The games used
falls have not been evaluated simultaneously in this pop- in the first session were tennis, which stimulates the lat-
ulation. The therapeutic effect of virtual reality on balance eralization of movements of the trunk; weight shift between
during gait may have an impact on reducing the occur- the heel and forefoot; and hula hoop, working rotational
rence of falls and their consequences. Thus, the aim of movements of the trunk, weight transfer between the heel
this study was to investigate the therapeutic effect of virtual and forefoot, rotational movements of hip, and balance re-
reality associated with conventional physiotherapy on action time. The games were performed for 12 minutes each,
balance during gait and the occurrence of falls in post- with a 1-minute interval between the two games. In the
stroke patients. second session, the following were used: soccer, with side-
ways, anterior, and posterior movements of the trunk, head
movements, and balance reactions; and boxing, involving
Methods
selective and rotational movements of the trunk and balance
A clinical randomized trial was conducted, including reactions, both with the same performance time.
patients of both sexes, with hemiparesis after a stroke, Conventional therapy consisted of stretching the arm and
in the age group from 18 to 65 years. We excluded pa- leg muscles for a total time of 10 minutes; trunk mobili-
tients whose injury occurred fewer than 6 months zation activities in the lateral, anterior, and posterior directions
previously, considering the expected time for spontane- for 10 minutes; active or active assisted movement of the
ous recovery; patients with associated disorders such as leg with the use of movements in diagonal for 15 minutes;
epilepsy, and sensory and perceptual deficits such as balance training in standing position, when weight trans-
hemineglect and Pusher syndrome; patients with fer activities were done, and balance reactions to a stable
osteodegenerative disorders that would prevent partici- and unstable surface for 10 minutes; and free gait train-
pation in the games or that could influence the body ing for 10 minutes, with emphasis on weight transfer phase
balance; and individuals who had cognitive and com- balance, average speed, and workout with obstacles.
munication disorders, affecting understanding, that could The present study was approved by the Research Ethics
compromise performance in the games. Committee in Report No. CAAE 19135213.2.0000.0046, and
In accordance with the CONSORT requirements, the pa- it was mandatory for patients to sign the Term of Free
tients included were randomized in blocks of ten, per lot and Informed Consent in order to participate in the study,
by the RANDOM.ORG program, carried out by a third in accordance with Resolution 196/96. The study was reg-
person to preserve allocation concealment, into two groups: istered on www.clinicaltrials.gov (NCT02475083).
treatment group with conventional physiotherapy associ- The database was created in Excel (Microsoft, Redmond,
ated with virtual rehabilitation with Nintendo Wii (Nintendo Washington, EUA) and analyzed in R v.3.1.3 software.
Company, Limited (NCL), Minami-ku-based, Kyoto, Japan) A descriptive analysis was made (absolute frequency or
and control group with conventional physiotherapy. relative, average, standard deviation, median, and quartiles)
After selection and randomization, patients were evalu- to identify the general and specific characteristics of the
ated at baseline, when demographic and clinical data were study sample. To check the normality of distribution, the
collected; the occurrence of falls was investigated in the Shapiro–Wilk test was used; and to check for the signif-
3 months prior to evaluation; and the gait balance was icant differences before and after the intervention, we used
rated using the DGI.9 Patients were followed up through- the t test for paired samples or the nonparametric Wilcoxon
out 20 physiotherapy sessions, in twice-weekly visits lasting test. To test for differences between each group, the St-
an hour each. The exercises were performed under the udent’s t test or the nonparametric Mann–Whitney test
direct and personal supervision of a previously trained was used when variables were quantitative, or the chi-
physiotherapist. Balance assessments and investigation of square test when they were qualitative. To identify
the occurrence of falls were repeated at the end of treat- correlations among variables of interest, the Spearman
ment, which occurred on average 3 months after the correlation was used. The level of significance estab-
interventions began, by the same examiner, who re- lished for this study was 5%.
mained blind to the group to which the patient belonged. According to the study of DGI, validation identified that
The group that underwent rehabilitation with Nintendo the boundary between deficit and normal balance was only
Wii was treated in a room with an area of 20 m2, equipped 1 point9; thus, it is possible to consider that the score that
with the aforementioned apparatus and projector. The image defines the achievement of balance during gait is re-
was projected on the wall at a height of 1 m, and 20 pa- stricted. We chose to expand this difference to see the effects
tients had a large environment, free from external noise, of the outcome in clinical practice. The sample size cal-
in which to perform the activity. To follow up with virtual culation was made in order to detect a difference of 5.5
reality, a protocol was conducted, consisting of trunk mo- points in the DGI to identify change of balance during gait,
bilizations in the lateral, anterior, and posterior directions, using a standard deviation of 5.1 for the experimental group
96 E. PEDREIRA DA FONSECA ET AL.

Randomized selection of individuals


(N = 30)

Losses
(N = 3)

Individuals who underwent


treatment (N = 27)

Figure 1. Flowchart of study participants, ac-


cording to CONSORT.

Control Group Experimental Group


(N = 13) (N = 14)

After-test After-test
20 sessions (N = 13) (N = 14)

and 4.8 for the control group, and we would have an alpha and 16.29 (±5.01), respectively. However, when comparing
error of 5% and a power of 80%. the DGI values before and after treatment, statistically
significant difference was observed only in the control
group (P = .047).
Results
In both groups, the number of falls was reduced after
We selected 30 patients for the study and the flow- the intervention, but this difference was statistically sig-
chart of the study participants is presented, in accordance nificant (P = .049) only in the treatment group (Table 2).
with the CONSORT requirements (Fig 1). Analysis of the In the intergroup analysis, there was no significant dif-
sociodemographic and clinical characteristics is pre- ference in balance during gait (P = .462) after rehabilitation
sented in Table 1. There was no statistically significant or in reducing the incidence of falls (P = .653). This result
difference between groups as regards these characteris- is shown in Table 3.
tics, thus confirming homogeneity between them. Table 4 shows that according to the result of total DGI,
Figure 2 demonstrates that there was an increase in the gait balance performance in the two groups was not
the DGI score in both groups, with initial values of the significantly correlated with the number of falls re-
DGI for the treatment and control groups at 13.54 (±5.47) corded after the intervention (P = .129 and P = .541,

Table 1. Demographic and clinical characteristics of 30 post-stroke patients

Variable Total (N = 30) Control group (n = 15) Treatment group (n = 15) P value

Age in years (average/SD)* 52.4 ± 8.9 50.9 ± 10.9 53.8 ± 6.3 .375
Female gender, n (%)† 19 (63.3) 66.7 60 .705
Right side of body affected, n (%)† 17 (56.7) 60 53.3 .713
Time from stroke in months (average/SD)* 54.3 ± 35.5 64.5 ± 41.9 44.1 ± 25.0 .117

Abbreviation: SD, standard deviation.


*t Test.
†Chi-square test.
VIRTUAL REALITY ON POST-STROKE PATIENTS 97

Figure 2. Balance gait performance—intergroup.


Note: Paired t test was used.

DGI BEFORE DGI AFTER


Note: Paired T test was used.

respectively). By correlating each DGI domain with the Discussion


number of falls, the authors of this study observed that
The results of this study showed that after a stroke,
for the control group, only the eighth domain—“going
patients undergoing treatment that included virtual reality
up and down the stairs”—showed positive correlation
and patients receiving conventional therapy showed an
(P = .043).
improvement in balance during gait and a reduction in
the occurrence of falls. The differences in gait balance after
intervention in the control group and the reduction in
the occurrence of falls in the treatment group were sig-
Table 2. Occurrence of falls—intergroup nificant. However, the intergroup analysis showed no
difference between the two outcomes.
Before After
Some authors suggest that the rehabilitation of balance
treatment treatment
should involve the task performed, the particularities of
Median/ Median/ the individual, and the environment in which the
Occurrence of falls‡ Quartiles Quartiles P value

Control group (n = 13) 1 (0-2)† 1 (0-1)† .257


Experimental group 0 (0-1)† 0 (0-0)† .049* Table 4. Correlation between the scores of Dynamic Gait
(n = 14) Index (DGI) domains and number of falls

*Significant difference. Control Experimental


†Quartiles 25-75. group group
‡Wilcoxon test.
Number of falls Number of falls

Table 3. Gait balance performance and occurrence of r P value r P value


falls—intergroup
Item 1 DGI .306 .309 .122 .679
Control Treatment Item 2 DGI .262 .338 −.081 .782
group group P value Item 3 DGI .364 .222 −.028 .434
Item 4 DGI .364 .222 −.030 .920
▲DGI* −2.84 (4.63) −1.71 (3.14) .462 Item 5 DGI .328 .274 −.413 .142
▲Number 1 (0-1) 0 (0-0) .653 Item 6 DGI .411 .163 −.302 .295
of falls† Item 7 DGI .048 .887 −.287 .319
Item 8 DGI .567 .043* −.190 .515
Note: ▲DGI represented in average/SD and ▲number of falls rep- DGI total .444 .129 −.179 .541
resented in median/quartiles 25-75.
*Non–paired t test. Spearman nonparametric test.
†Mann–Whitney test. *Significant difference.
98 E. PEDREIRA DA FONSECA ET AL.
6
rehabilitation is being carried out. Balance training with training on a static basis, and the balance in gait and the
virtual reality provides patients with enriched environ- games used in VR therapy gave priority to balance train-
ments and the ability to solve motor problems.23 Different ing on a static base. This reaffirms the importance of
studies corroborate that therapy with virtual reality as- planning the intervention protocols and pairing goals more
sociated with conventional therapy can improve the specifically, advocated in a previous clinical trial that also
performance of balance in post-stroke patients.7,8,13,20,22,23 did not observe significant differences between the groups.7
In this study, the improvement in balance during gait in In disagreement with these findings, the authors ob-
both groups can be explained by the fact that all pa- served that the experimental group had boosted control
tients performed task-oriented trainings. of balance after the intervention.8 This difference in find-
Moreover, virtual reality (VR) therapy is capable of mo- ings may be due to changes in the approach to balance
tivating patients to a larger extent and thereby stimulating outcome. In the present study, we evaluated the balance
new motor and sensory abilities responsible for main- during gait by DGI,9 and in different clinical trials the
taining balance.9,24 A clinical trial that evaluated the performance of balance evaluated was not specifically in
motivational aspects found that the group that under- walking and different assessment tools were used.7,8,15,17,26,44
went treatment with VR was more motivated than the Authors who used the DGI to assess the outcome of
control group.28 A recent systematic review drew atten- balance after intervention with VR in post-stroke pa-
tion to the need to include the outcome of motivation tients corroborated the results of the present study.27,45
after training with VR in the study.29 Post-stroke patients can evolve with limitations of balance
The VR can be an important tool in sensorimotor train- skills and gait, with consequent increase in the occur-
ing of individuals after a stroke, as the visual feedback rences of falls.27,39 In the present study, investigation of
provided by this training can modulate a neural network the occurrence of falls after 3 months found a reduction
in the motor, premotor, and parietal cortex. This sug- in this occurrence in both groups, but it was significant
gests that sensory information can promote cortical only in the group that underwent therapy with Nintendo
reorganization.30,31 Some authors have indicated that this Wii. This investigation period was similar to that used
visual feedback imposed by VR may generate an imme- by other authors.27,39 This finding corroborates those of
diate self-correction in the patient, thereby facilitating the a study including patients with different neurologic dis-
activation of neuronal plasticity,32,33 which increases its orders, which found the reduction in falls was achieved
clinical applicability.34 after training based on VR games.41 Various authors have
Other authors have suggested that a higher number reported that training with VR resulted in improved balance
of repetitions and a longer treatment time facilitate and auto safety balance, reported by post-stroke patients,27,31
neuroplasticity,35 and the association of task-oriented train- which may reflect on performing daily activities.46,47 The
ing with a suitable treatment time may influence the results of a clinical trial showed that treatment with VR
rehabilitation.36,37 The use of VR favors longer sessions was effective in improving the balance and functional in-
and greater variability of tasks,38 capable of facilitating dependence of individuals after a subacute stroke.42
this cortical reorganization. The duration of treatment with Despite the risk of falls identified in the study popu-
VR, presented in a recent review that included different lation, with an average DGI value ≤19, there was no
studies, ranged from 2 to 22 hours,36 similar to the treat- correlation between the result of the DGI and the number
ment time of 20 hours used in the present study for both of falls. Only in the domain—going up and down the
groups. stairs—was DGI correlated with decreases in the control
In post-stroke patients, reduced gait velocity and risk group. This can be justified by the fact that after a stroke
of falls are known to occur.39 Although there is no evi- individuals became more unstable in the medial-lateral
dence that the stimuli generated by the virtual and real displacement of the center of gravity,45 which may hinder
environments have equivalence in neural activation,40 the the task. In contrast, the variation of sensory environ-
scenes of varying capacity and movement trajectories pro- ments provided by the training with VR27,46 can improve
vided by VR can stimulate gait training.34 This was verified patient safety in carrying out activities that require greater
in studies that observed an increase in gait speed41 and control of postural stability, such as going up and down
reduced time of implementing the 10-m walk test42 after the stairs.
gait training with VR. However, a systematic review con- The advantage of this study was the fact that it ex-
sidered that VR was a safe tool for rehabilitation but was panded the investigation of the effects of VR games-
not a substitute for conventional physical therapy.43 based therapy on gait balance rehabilitation and the
There was no difference in improvement of balance occurrence of falls in post-stroke patients. As limitation,
during gait and the occurrence of falls between the groups there is the fact that the games are not specifically mar-
in this study. The authors of this study recognize that keted for the purpose of rehabilitation, which could limit
the selection of games may have influenced this result. physiotherapists in adapting them to specific objectives
The two protocols had similar goals: the activities carried of the visits. In addition, the small sample size and the
out in the conventional therapy were directed to balance treatment time may have had a negative influence on
VIRTUAL REALITY ON POST-STROKE PATIENTS 99
obtaining some inferences and could not provide infor- and mobility in community-dwelling older adults after
mation on the severity of stroke in regard to motor mild stroke: implications for falls prevention. Cerebrovasc
Dis 2007;23:203-210.
weakness, and involvement of sensory and visual im-
13. Tyson SF, Hanley M, Chillala J, et al. Balance disability
pairment, and their impact upon balance. after stroke. Phys Ther 2006;86:30-38.
14. de Haart M, Geurts AC, Huidekoper SC, et al. Recovery
Conclusions of standing balance in postacute stroke patients: a
rehabilitation cohort study. Arch Phys Med Rehabil
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with falling in post-stroke patients. Tohoku J Exp Med
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Dominguez, Igor Matos, Marília Lira, and Marcelo Masruha Falls in individuals with stroke. J Rehabil Res Dev
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