Video Game-Based Therapy on Balance and Gait of Patients with Stroke: A Systematic Review
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2020
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MDPI
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Pintado-Izquierdo S, Cano-de-la-Cuerda R, Ortiz-Gutiérrez RM. Video game-based therapy on balance and gait of patients with stroke: A systematic review. Applied Sciences (Switzerland). MDPI AG; 2020;10(18).
Abstract
Background: Stroke patients with motor, sensory and cognitive diseases can take profits
from information and communication technologies—in particular, from the latest commercial video
consoles, which are based on motion capture. These technologies are positioning themselves as
complementary therapeutic tools for treating gait and balance disorders. In this paper, a systematic
review of the effect of video game-based therapy on balance and gait in stroke patients is shown and
compared with other types of treatments. Methods: A systematic review of prospective controlled
clinical trials published in the main biomedical databases in English and Spanish between 2005 and
2020 was performed. The systematic review presented in this paper has been done following the
Cochrane Manual recommendations and the PRISMA Declaration by two independent reviewers.
Data about participants, intervention, outcome measurements and outcome measurement results
were extracted. The quality of evidence of each study was assessed using Cochrane’s standard quality
assessment format, which includes a description of the risk of bias. Additionally, the Physiotherapy
Evidence Database (PEDro) scale was used to assess the methodological quality of each paper. Results:
A total of 18 papers, including 479 patients, were included in this systematic review, in which the use
of video consoles (in combination with conventional rehabilitation or exclusively) was compared with
conventional rehabilitation to treat balance or gait in post-stroke patients. In all studies, a tendency to
improve balance was found in both intervention groups, finding, in 10 of 17 studies that analysed it,
a better capacity in the experimental group that included video consoles compared to the conventional
rehabilitation control group. Regarding gait, in six of seven studies that analysed it, improvements
were found in both intervention groups, and these improvements were greater in the experimental
group than compared to the control group in three of them. Conclusions: Commercial video game
systems, in combination with conventional rehabilitation, have shown positive results on balance
and gait in post-stroke patients. There were variations between the trials in terms of the video
consoles used and the duration, frequency and number of sessions with commercial video games.
Future studies should compare the effects of commercial video game treatments on balance and gait
in stroke patients with a nonintervention group to know their real efficacy.