Abstract [eng] |
Impact of Virtual Games Therapy on Balance and Gait in Multiple Sclerosis Patients The aim of the study: To evaluate impact of virtual games therapy on balance and gait in multiple sclerosis patients. Objectives of the study: 1. To evaluate and compare impact of virtual games therapy and regular methods of physiotherapy, covering balance exercises, on patients’ balance. 2. To evaluate and compare impact of virtual games therapy and regular methods of physiotherapy, covering balance exercises, on patients’ gait parameters. Materials and methods. The study was carried out September, 2014 – March, 2016 in Vilnius University Hospital, Santariskiu Clinics, Rehabilitation, Physical and Sports Medicine Center. In the study participated 30 patients (7 men and 23 women) with multiple sclerosis who at the worsening of the disease came to rehabilitation, aged 20 to 60 years. Two groups were formed (treatment (n=15) and control (n=15)) by the random selection method. The patients of both groups participated in two physiotherapy procedures (basic and functional) 30–45 minutes per day. Patients of the treatment group additionally participated in ten 20 minutes virtual games therapy using Microsoft Xbox 360 and Kinect, where they played „Microsoft Kinect Adventures“ games: „20 000 Leaks“ and „Space Pop“. Patients of the control group additionally participated in ten 20 minutes regular procedures of physiotherapy, covering balance exercises. Patients’ balance confidence in daily activities was assessed by The Activities-specific Balance Confidence Scale, balance in daily activities – Berg Balance Scale, balance during walking – Dynamic Gait Index, walking speed – 10 Meter Walking Test, also was assessed step length and width and weight distribution on both legs during walking. Testing was performed two times: at the beginning of the study and at the end. Data analysis was performed using statistical analysis „R x64“ and „Excel 2010“ programs. Results. After rehabilitation results of the balance assessment improved in both groups statistically significantly (p<0,05). Balance confidence improved 22,87 points in the treatment group (T) and 22,40 points in the control group (C), balance in daily activities – 8,47 points (T) and 7,47 points (C), balance during walking – 5,07 points (T) and 3,2 points (C). Comparing the groups was found a statistically significant (p<0,05) difference between the balance assessment during walking, among other indicators – was not (p>0,05). After rehabilitation results of the gait parameters improved in both groups statistically significantly (p<0,05). Walking speed increased 0,25m/s in the treatment group (T) and 0,12m/s in the control group (C), the difference of the step length between the right and left legs decreased 1,80cm (T) and 1,20cm (C), step width decreased 2,27cm (T) and 1,3cm (C), the difference from the normative of weight distribution on both legs decreased in 1,67 percent (T) and 3,33 percent (C). Comparing the groups was found a statistically significant (p<0,05) difference between walking speed and weight distribution on both legs during walking, among other indicators – was not (p>0,05). Conclusions: 1. After rehabilitation multiple sclerosis patients‘s balance improved statistically significantly (p<0,05). Patients assessed their balance in variuos daily activities as sufficient confidence. Physiotherapy with virtual games therapy showed greater improvement in multiple sclerosis patients‘ balance during walking than regular methods of physiotherapy, covering balance exercises (p<0,05). 2. After rehabilitation multiple sclerosis patients‘s gait parameters improved statistically significantly (p<0,05). Physiotherapy with virtual games therapy showed greater improvement in multiple sclerosis patients‘ walking speed and weight distribution on both legs during walking than regular methods of physiotherapy, covering balance exercises (p<0,05). |