Original Article: JRCRS. 2024; 12(1):10-15.
3- Effect of Virtual Reality Game Based training in Gait Improvement of Post Stroke Patients: A Quasi-experimental Study
Shakir Ullah1, Haider Daran2, Zardad Khan3, Mujeeb Ur Rehman4, Syed Zain Ul Abidin5, Hazrat Bilal6, Alam Zeb7
1 Assistant Professor, Institute of Physical Medicine and Rehabilitation, Khyber Medical University Peshawar, Pakistan
2 Professor, Institute of Physical Medicine and Rehabilitation, Khyber Medical University Peshawar, Pakistan
3 Demonstrator, Khyber Medical University, Institute of Health Sciences Mardan, Pakistan
4 Assistant Professor, Institute of Physical Medicine and Rehabilitation, Khyber Medical University Peshawar, Pakistan
5, 6Demonstrator, Institute of Physical Medicine and Rehabilitation, Khyber Medical University Peshawar, Pakistan
7 PhD Scholar, Hasselt University, Belgium.
Abstract:
Background: Stroke, also known as a cerebro-vascular accident (CVA), is the second largest cause of mortality and the top leading cause of disability worldwide, with 6.7 million people dying from stroke attacks each year. Stroke patients face different difficulties in which gait abnormalities is the most common.
Objective: The objective of this study was to determine the effect of virtual reality game based training for improving gait in post stokes patients.
Methodology: This was a quasi-experimental study (single group) with non-probability convenient sampling for which sample size was 40, calculated through Open Epi. Baseline assessment was taken at start of study and final assessment was done after 8 weeks through outcome measures (TUG test, MAS scale, Forward stepping test and Functional reach test). SPSS version 23 was used to analyze and record the data. Descriptive statistics were used to calculate mean and SD for all continuous data and percentages were calculated for all categorical data. Paired T test was used to compare mean change in data before and after intervention.
Results: Although there was some improvement post scoring on outcome measurement scales applied in this study, still there was no significant difference between pre and post walking speed (P = 0.702), TUG test (P = 0.146), MAS scale (P = 0.227), forward stepping test (P = 0.089) and functional reach test (P = 0.415).
Conclusion: This study concluded that, VR game based task specific training has improved the gait in post stroke patients but statistically there was no significant difference.
Key Words: Cerebrovascular Accident, Gait, Stroke, Virtual reality