Fiziksel Tıp ve Rehabilitasyon = Physical Medicine and Rehabilitation Fizyoterapi ve Rehabilitasyon = Physiotherapy and Rehabilitation
Başlık çevirisi mevcut değil.
- Tez No: 722079
- Danışmanlar: Belirtilmemiş.
- Tez Türü: Yüksek Lisans
- Konular: Bilim ve Teknoloji, Fiziksel Tıp ve Rehabilitasyon, Fizyoterapi ve Rehabilitasyon, Science and Technology, Physical Medicine and Rehabilitation, Physiotherapy and Rehabilitation
- Anahtar Kelimeler: Belirtilmemiş.
- Yıl: 2018
- Dil: İngilizce
- Üniversite: Keele University
- Enstitü: Yurtdışı Enstitü
- Ana Bilim Dalı: Belirtilmemiş.
- Bilim Dalı: Belirtilmemiş.
- Sayfa Sayısı: 91
Özet
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Özet (Çeviri)
Introduction: Non-immersive VR therapy refers to the system that they provide an opportunity to create a virtual environment without cutting the connection of the user with real life. Commercial game-based non-immersive VR therapy (CGBNIVRT) is a treatment based on Sony PlayStation 2-3-4, Nintendo Wii, Microsoft Xbox Kinect, and Cywee Z. This modified systematic review aimed the understanding of the effect of CGBNIVRT on upper limb functional recovery following the stroke by analysing the change activities of daily living (ADL), the improvement in upper limb motor functions, and the development of manual dexterity and grip strength, and also it aimed to make a comparative assessment of the games used. . Background: The effect of CGBNIVRT on upper limb functional recovery has been assessed from different perspectives. For example, the change in ADL, the improvement of upper limb motor functions, the development of manual dexterity, and the recovery of grip strength. However, the studies published until January 2013 did not provide appropriate evidence regarding the effect of CGBNIVRT in upper limb functional recovery. Methodology: This modified systematic review has analyzed the Randomized Controlled Trials and non-Randomized Controlled Trials released between January 2013 and August 2017. The search has been performed on Pubmed/Medline, EMBASE, PEDro, CINAHL, Google Scholar, AMED, and Web of Science databases by using MeSH, key, boolean terms, and limiters. These were shown in the dissertation in detailed. . Results: 10 studies which include 392 patients with stroke met inclusion criteria and was enrolled. Seven of these studies were RCTs and remaining of them were non-RCTs. The results showed that CGBNIVRT provided the statistically significant difference for Activities of Daily Living, upper limb motor functions, and manual dexterity when compared to baseline measurements. However, there was no any statistically significant difference for grip strength measurements. Also, it was shown in five RCTs that CGBNIVRT therapy had not a statistical superiority to some other therapy approaches except for Conventional Occupational Therapy. Besides, it was explored that there was not apparent that the high intensity of Commercial Game-based Non-immersive Virtual Reality Therapy can provide the better results regarding functional recovery of upper limb after stroke. Furthermore, the use of sports games increased the success of CGBNIVRT; however, the superiority of sports games to other games were not apparent. . Conclusion: CGBNIVRT was effective in upper limb functional recovery following the stroke. However, it has not any superiority to other treatment methods such as conventional physical therapy, Neurodevelopmental therapy, and recreational activities (Jenga, Bingo, Playing cards) except for Conventional Occupational Therapy.
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