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Exer-gaming reduces fall risk and improves mobility after stroke.
Memoona Aslam1, Qurat Ul Ain2, Pashmina Fayyaz3
1University of Lahore, Sihala campus, Islamabad, Pakistan.
JPMA. the Journal of the Pakistan Medical Association
|June 10, 2021
Summary
Virtual reality balance training, specifically exer-gaming, significantly improved functional level, mobility, and balance in stroke patients compared to traditional methods.
Area of Science:
- Neurology
- Rehabilitation Medicine
- Biomedical Engineering
Background:
- Stroke frequently results in impaired balance and mobility, significantly impacting functional independence.
- Traditional rehabilitation methods may not always provide sufficient challenge for optimal recovery.
Purpose of the Study:
- To evaluate the efficacy of virtual reality-based exer-gaming for balance training in stroke survivors.
- To compare the outcomes of exer-gaming with traditional balance training.
Main Methods:
- A clinical trial involving 30 stroke patients (aged 50-60) randomly assigned to an exer-gaming group (n=15) or traditional balance training group (n=15).
- Exclusion criteria included cognitive deficits, severe impairments, and conditions affecting physical function.
- Balance and mobility were assessed using the Berg Balance Scale (BBS) and Timed Up & Go Test (TUG).
Main Results:
- The exer-gaming group demonstrated significant improvements in balance and mobility post-intervention (P<0.001).
- Exer-gaming was found to be more effective than traditional training in enhancing functional level and mobility.
Conclusions:
- Virtual reality-based exer-gaming is a highly effective intervention for improving balance and mobility in stroke patients.
- The dynamic environment provided by exer-gaming enhances dynamic balance and functional recovery in stroke survivors.

