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Published on: May 16, 2025
Efficacy and safety of immersive, sEMG-triggered virtual reality game training for post-stroke dysphagia: a
Xinfang Kang1, Wentao Rao2,3, Ruhui Yang4,5
1Department of Rehabilitation Medicine, Jiangxi Maternal and Child Health Hospital, Nanchang, China.
Background:
Post-stroke dysphagia (PSD) is a common and serious complication. Traditional rehabilitation for PSD is often hampered by low patient adherence due to its unengaging nature. This study aimed to evaluate the efficacy and safety of an immersive, surface electromyography (sEMG)-triggered virtual reality (VR) game training as an adjunctive therapy for patients with PSD.
Methods:
In this prospective, randomized, single-blind, controlled trial, 60 patients with PSD were randomly assigned to an experimental group (n = 30) or a control group (n = 30). The control group received conventional swallowing therapy, while the experimental group received the same therapy plus sEMG-triggered immersive VR game training. Treatment was provided 5 times per week for 3 weeks. Outcomes included the Kubota Water Swallowing Test (WST), Standardized Swallowing Assessment (SSA), Functional Oral Intake Scale (FOIS), and sEMG root mean square (RMS) values.
Results:
After 3 weeks, both groups showed significant improvement, with lower WST grades and SSA scores and higher FOIS levels and sEMG RMS values (all P < 0.05). The experimental group achieved significantly greater gains in WST, SSA, FOIS, and RMS values than the control group (all P < 0.05). The total effective rate was 86.67% in the experimental group and 73.33% in the control group, and the distribution of clinical efficacy categories differed significantly between the two groups (Z = 3.15, P = 0.002). No serious training-related adverse events occurred.
Conclusions:
Immersive, sEMG-triggered VR game training may be a safe and effective adjunct to conventional swallowing therapy for improving short-term swallowing-related outcomes in patients with PSD.
