COMPUTER GAME-BASED REHABILITATION FOR POSTSTROKE UPPER LIMB DEFICITS- SYSTEMATIC REVIEW AND META-ANALYSIS

Authors

  • Dorcas B C Gandhi Assoc. Professor and Research Fellow, College of Physiotherapy and Department of Neurology, CMC & H Ludhiana, Punjab, India.
  • Albert Sterba Faculty of Medicine, Masaryk University; International Clinical Research Center, St. Anne´s University Hospital; Brno, Czech Republic.
  • Mahesh P Kate Department of Neurology, CMC & H Ludhiana, Punjab, India.
  • Himani Khatter Department of Neurology, CMC & H Ludhiana, Punjab, India.
  • Jeyaraj D Pandian Department of Neurology, CMC & H Ludhiana, Punjab, India.

DOI:

https://doi.org/10.15621/ijphy/2020/v7i1/193674

Keywords:

Stroke, rehabilitation, upper limb, computer games, technological advances, non-immersive rehabilitation.

Abstract

Background: The need for intense rehabilitation protocols with easy applicability to improve for patient adherence and harness the potential neuroplasticity leading to improvement in the quality of life (QOL) in post-stroke patients. Several studies have described the benefits of virtual reality and video games in rehabilitation.
Aims: To explore and determine if Computer game-based rehabilitation for post-stroke upper limb deficits after stroke is superior to conventional therapy in terms of (1) ICIDH based outcomes (2) Intervention duration (3) acceptability and adherence to the intervention.
Methods: This systematic review and meta-analysis followed PRISMA guidelines. Several electronic databases were searched using specific keywords, to measure the effects of computer-game-based therapy in post-stroke patients compared to conventional therapy.
Results: 14 studies were included after a systematic review, out of which 11 were included for analysis. Studies recording Wolf motor function test and box and block test have shown improvements with Computer-game-based therapy in addition to conventional therapy. No improvements were recorded in impairments and patient participation/Quality of life. CGBT was acceptable and reported no adverse effects.
Conclusions: Computer-game-based therapy or non-immersive virtual rehabilitation is effective and acceptable for upper limb rehabilitation after stroke. With significant improvement in ‘activity-limitation,’ this mode of rehabilitation can be adapted for patient-specific needs. Its effects on impairment and quality of life need further exploration.

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Published

09-02-2020
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How to Cite

Dorcas B C Gandhi, Albert Sterba, Mahesh P Kate, Himani Khatter, & Jeyaraj D Pandian. (2020). COMPUTER GAME-BASED REHABILITATION FOR POSTSTROKE UPPER LIMB DEFICITS- SYSTEMATIC REVIEW AND META-ANALYSIS. International Journal of Physiotherapy, 7(1), 47–53. https://doi.org/10.15621/ijphy/2020/v7i1/193674

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