Journal of Physical Therapy Science
Online ISSN : 2187-5626
Print ISSN : 0915-5287
ISSN-L : 0915-5287
Original Article
Effects of virtual reality training using Nintendo Wii and treadmill walking exercise on balance and walking for stroke patients
Yo-Soon BangKyung Hyun SonHyun Jin Kim
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JOURNAL FREE ACCESS

2016 Volume 28 Issue 11 Pages 3112-3115

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Abstract

[Purpose] The purpose of this study is to investigate the effects of virtual reality training using Nintendo Wii on balance and walking for stroke patients. [Subjects and Methods] Forty stroke patients with stroke were randomly divided into two exercise program groups: virtual reality training (n=20) and treadmill (n=20). The subjects underwent their 40-minute exercise program three times a week for eight weeks. Their balance and walking were measured before and after the complete program. We measured the left/right weight-bearing and the anterior/posterior weight-bearing for balance, as well as stance phase, swing phase, and cadence for walking. [Results] For balance, both groups showed significant differences in the left/right and anterior/posterior weight-bearing, with significant post-program differences between the groups. For walking, there were significant differences in the stance phase, swing phase, and cadence of the virtual reality training group. [Conclusion] The results of this study suggest that virtual reality training providing visual feedback may enable stroke patients to directly adjust their incorrect weight center and shift visually. Virtual reality training may be appropriate for patients who need improved balance and walking ability by inducing their interest for them to perform planned exercises on a consistent basis.

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© 2016 by the Society of Physical Therapy Science. Published by IPEC Inc.

This article is distributed under the terms of the Creative Commons Attribution Non-Commercial No Derivatives (by-nc-nd) License.
https://creativecommons.org/licenses/by-nc-nd/4.0/
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