Volume 13, Number 1 (March 2015)                   IRJ 2015, 13(1): 74-68 | Back to browse issues page

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Rahimi S.Monfared N, Boroumand S, Hassani Mehraban A. Effectiveness of Videogames on Balance and Fear of Falling in Chronic Stroke Patient. IRJ. 2015; 13 (1) :74-68
URL: http://irj.uswr.ac.ir/article-1-424-en.html

1- Department of Occupational Therapy, Iran University of Medical Sciences, Tehra, Iran.
Abstract:   (1221 Views)

Objectives: Balance disorder is one of the most common problems after stroke causes falling and fear of falling in some patients. The balance based video games are newly used in people with motor problems. It is very important to use different interventions for balance issues. The aim of this study is to determine the effectiveness of videogame on balance and fear of falling in one participant.

Methods: This experimental study was done in a single subject system, A-B design for one patient with chronic stroke. This method including repetitive measures conducted in two phases, baseline and then twelve intervention sessions. Berg Balance Scale, Timed up and go, Functional Reach, the maximum weight bearing in different directions and the deviation from center were conducted for balance assessing. Fear of falling questionnaire was used to assess fear of falling. Analysis of results was done by C-statistic, Bayesian factor, Mann Whitney U, and visual analysis graphs.

Results: The results showed significant improvement for balance skills, the maximum force produced by lower extremities and reducing fear of falling parameters. But the deviation from center graphs did not showed distinct pattern.

Discussion: All analysis confirmed the efficacy of videogames on balance skills and fear of falling improvement. However, the deviation from center did not show improvement and it seems to need more studies.

Full-Text [PDF 146 kb]   (752 Downloads)    
Type of Study: Case Reports |
Received: 2014/12/16 | Accepted: 2015/02/19 | Published: 2015/03/1

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