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Updated: Mar 10, 2026

Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation
Published on: March 8, 2018
Clinical feasibility of Xbox KinectTM training for stroke rehabilitation: A single-blind randomized controlled pilot
Tuba Alışkan Türkbey1, Sehim Kutlay, Haydar Gök
1Department of Physical Medicine and Rehabilitation, Ankara Physical Medicine and Rehabilitation Training and Research Hospital, 06230 Ankara, Turkey. tubaliskan@gmail.com.
Objective:
To evaluate the feasibility and safety of Xbox KinectTM training of the upper extremity in subacute stroke rehabilitation.
Design:
A single-blind, randomized controlled, pilot study.
Patients:
Twenty consecutive patients with stroke.
Methods:
Participants were allocated randomly to 2 groups: the control group received conventional therapy and the experimental group received additional Xbox KinectTM training for 20 sessions. Feasibility and safety were evaluated by treatment attendance rate, patient feedback, proportion of adverse events, and Borg Scale (Borg CR10).
Results:
Twenty of 131 screened individuals were recruited. Data for 19 patients (73.7% male; mean age 62 years (range 38-79)) were analysed. Treatment attendance ratio for total training time and training time/session was 87% and 90%, respectively. All participants reported that training with the Xbox KinectTM was enjoyable and beneficial. No serious adverse events occurred. Fatigue was the most common adverse event. The mean Borg CR10 score was 7.80, reflecting a very high level of fatigue. The experimental group showed significantly greater improvement than the control group in the Box and Blocks Test, Wolf Motor Function Test and Brunnstrom motor recovery stages.
Conclusion:
Xbox KinectTM training appears feasible and safe in upper extremity ehabilitation after stroke. It could enhance motor and functional recovery of the affected upper extremity as an adjunctive method.
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