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ARTICLE IN PRESS

Virtual Reality in Upper Extremity Rehabilitation of Stroke


Patients: A Randomized Controlled Trial

D1X XSevgi Ikbali Afsar, D2XAssoc.


X Prof.,* D3X XIlkin Mirzayev, MD, D4X X †
D5X XOya Umit Yemisci, Assoc.
D6X X Prof.,* and D7X X
Sacide Nur Cosar Saracgil, D8XAssoc. X Prof.*

Objective: Virtual reality game system is one of novel approaches, which can
improve hemiplegic extremity functions of stroke patients. We aimed to evaluate
the effect of the Microsoft Xbox 360 Kinect video game system on upper limb motor
functions for subacute stroke patients. Methods: The study included 42 stroke
patients of which 35 (19 Virtual reality group, 16 control group) completed the
study. All patients received 60 minutes of conventional therapy for upper extrem-
ity, 5 times per-week for 4 weeks. Virtual reality group additionally received Xbox
Kinect game system 30 minutes per-day. Patients were evaluated prior to the reha-
bilitation and at the end of 4 weeks. Box&Block Test, Functional independence mea-
sure self-care score, Brunnstorm stage and Fugl-Meyer upper extremity motor
function scale were used as outcome measures. Results: The Brunnstrom stages and
the scores on the Fugl-Meyer upper extremity, Box&Block Test and Functional inde-
pendence measure improved significantly from baseline to post-treatment in both
the experimental and the control groups. The Brunnstrom stage-upper extremity
and Box&Block Test gain for the experimental group were significantly higher com-
pared to the control group, while the Brunnstrom stage-hand, the Functional inde-
pendence measure gain and Fugl-Meyer gain were similar between the groups.
Conclusions: We found evidence that kinect-based game system in addition to conven-
tional therapy may have supplemental benefit for stroke patients. However, for virtual
reality game systems to enter the routine practice of stroke rehabilitation, randomized
controlled clinical trials with longer follow-up periods and larger sample sizes are
needed especially to determine an optimal duration and intensity of the treatment.
Key Words: Hemiplegia—stroke rehabilitation—upper extremity—virtual reality
© 2018 National Stroke Association. Published by Elsevier Inc. All rights reserved.

Introduction level of functional independence. Stroke patients with


upper extremity functional limitation are particularly sus-
Stroke is one of the main causes of years lived with dis-
ceptible to problems in performing daily living activities.2
ability in adults.1 Stroke rehabilitation needs to develop
Several treatment options are available for patients after
new approaches in order to help individuals gain higher
stroke, with varying levels of evidence to support them.
Task-oriented, repetitive training with cognitive participa-
From the *Baskent University, Faculty of Medicine, Physical Medi- tion that become increasingly complex have been shown
cine and Rehabilitation Department, Ankara, Turkey; and †Ilke Hos- to increase motor improvement by stimulating cortical
pital, Physical Medicine and Rehabilitation, Y{ld{r{mbeyaz{t Cad. reorganization in stroke rehabilitation especially when
No:56 Yenibosna/Bahçelievler, Istanbul, Turkey. the overall therapy time is increased.3 Virtual reality (VR)
Received April 24, 2018; revision received July 25, 2018; accepted
game systems create a simulation model that provides the
August 5, 2018.
Address correspondence to Sevgi Ikbali Afsar, Baskent University, participants the feeling that the environment is real and
Faculty of Medicine, Physical Medicine and Rehabilitation Depart- allows mutual communication with the dynamic environ-
ment Ankara, M. Fevzi Cakmak Cad. 5. Sok. No:48, Bahcelievler ment created by computers.4 These systems offer the
06490, Ankara, Turkey. E-mail: ikbaliafsar@hotmail.com opportunity to work with task-based techniques by creat-
1052-3057/$ - see front matter
ing a stimulating and entertaining environment and
© 2018 National Stroke Association. Published by Elsevier Inc. All
rights reserved. ensuring interest and motivation.5 They are superior to
https://doi.org/10.1016/j.jstrokecerebrovasdis.2018.08.007 conventional rehabilitation methods in terms of providing

Journal of Stroke and Cerebrovascular Diseases, Vol. &&, No. && (&&), 2018: pp 1 6 1
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2 S. IKBALI AFSAR ET AL.

the exercise intensity required to induce neuroplasticity. angina, history of epilepsy, any intervention other than
However, because of the cost of the VR systems is high; it conventional therapy, or the refusal to play a video game.
is difficult to use these nonpractical devices. Motion-con- This study was approved by the University Institu-
trolled video games have become an increasingly com- tional Review Board and Ethics Committee (Project no:
mon adjunct to physical therapy and show potential as KA14/79) and carried out according to the institutional
feasible and effective poststroke treatment options.6 There guideline and principles of the Declaration of Helsinki.
are 3 different commercial game consoles in common use The study was supported by the University Research
at present; Sony Playstation II EyeToy, Nintendo Wii, and Fund. All subjects understood the purpose of this study
Microsoft Xbox 360 Kinect. Of these systems, Microsoft and provided their written informed consent prior to their
Xbox 360 Kinect differs from the others with its advanced participation in the study. The study had 90% power with
camera technology that can perceive the body and 5% type 1 error when a difference of 4.4 units between the
extremity movements sensitively in 3-dimensions without Fugl-Meyer Assessment upper extremity (FMA-UE)
requiring a remote control or an active/passive marker. It scores of the groups was accepted as clinically significant.
is therefore suitable for a study program design, espe-
cially in patients with affected extremity functions. Procedures
Although there is a substantial amount of research in
The patients were randomly divided into 2 groups after
areas of developing VR and specific games for stroke
the baseline evaluations were performed, as the experi-
patients, there is limited evidence for the therapeutic utility
mental group and control group by using random num-
of these video game consoles. Previous studies have found
bers created by the computer. The random number
VR intervention to be a less effective approach than conven-
program was managed by a physician who was blinded
tional therapy in retraining upper limb function. However,
to the study protocol and did not participate in the study.
this was considered to have low quality evidence.7 In these
The patients and the physiotherapist who supervised
game consoles, the Xbox Kinect is relatively newest. The
game playing were not blinded due to the nature of the
games played with Xbox Kinect can furnish interventions to
study. Before and after the intervention, the patients were
improve motor function, balance, gait, and depression.2,8,9,10
measured for muscle function, gross manual dexterity,
Two recent studies using the Xbox Kinect gaming sys-
and performance of activities of daily living.
tem have shown that kinect-based games are effective in
upper extremity rehabilitation in stroke patients.2,8 The
Interventions
aim of this study was to evaluate the effect of VR training
by using the Xbox Kinect game system in addition to a Both the experimental group and the control group
conventional rehabilitation on upper extremity motor underwent a conventional rehabilitation program 5 days
functions in subacute stroke patients. per week, for a total of 4 weeks.
The experimental group participated in a VR training
Materials and Methods using Xbox Kinect in addition to conventional therapy.
Xbox Kinect system (XBOX 360, Kinect, Microsoft Inc) is a
Subjects
commercial video game technology that provides body
The study was conducted at a tertiary level rehabilita- control of animated virtual characters. This device can rec-
tion center affiliated with Baskent University Hospital. ognize and track user movements in real time without
First-time stroke patients who were admitted to the inpa- requiring a special controller, through an infrared camera
tient rehabilitation facility between April 2014 and March sensor. It does not require buttons to be pressed for move-
2015 were included in our study. Stroke was diagnosed ment to be recognized, enabling users with impaired
by a neurologist based on the clinical features as sup- motor skills also play the game in an effective manner.
ported by computed tomography (CT) or magnetic reso- The Xbox Kinect, console, and monitor were set up in an
nance imaging findings. isolated and quiet room so that external factors would not
Inclusion criteria were as follows: (1) a first episode of influence the results. The patient sat on a wheelchair 1.5-2
unilateral stroke with hemiparesis, (2) stroke duration less m away from the Kinect sensor. Patients were informed
than 6 months and more than 1 month, (3) medically sta- about the game by the physiotherapist before the training
ble enough to participate in active rehabilitation, (4) mild- session was started and they were shown how to play.
to-moderate motor upper extremity deficits (Brunnstrom For the VR training, the following games were used;
stage for the upper extremity  3), (5) ability to execute at Mouse Mayhem, Traffic Control, Balloon Buster, and
least 20 degrees of active shoulder flexion and abduction Mathercising from Dr. Kawashima's Body and Brain Exer-
against gravity, (6) no problems with auditory or visual cises package. The programs required active movements
functioning, and (7) a total score of 23 or greater on the of the upper extremity. The patients actively performed
Mini Mental State Examination.11 bilateral shoulder abduction and adduction, and active
Patients were not included in the study if they had elbow flexion and extension movements in the “Mouse
severe conditions such as uncontrolled blood pressure or Mayhem” and “Traffic Control” games. They actively
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VIRTUAL REALITY FOR STROKE REHABILITATION 3

performed flexion and extension movements in both the of how much help the subject requires to perform basic
shoulder and elbow joints in the “Balloon Buster” and activities. It contains 18 items that measure independent
“Mathercising” games. Programs continued for a total of performance in self-care, sphincter control, transfers, loco-
30 minutes per session. During the 4 weeks of the inter- motion, communication, and social cognition. FIM is
vention, participants used all the provided games. scored from 1 to 7. A score of 7 means “complete indepen-
Conventional rehabilitation program aimed to normal- dence” and 1 means “complete dependence” (performs
ize movement patterns and minimize spasticity. Physical less than 25% of the tasks).16 We used the FIM self-care
therapy included static and dynamic control of position, subitems in this study and the total score was 6-42. The
balance skills, weight shift, and activities of daily living. reliability and validity of the Turkish version of the FIM
Moreover, proprioceptive neuromuscular facilitation and has been documented.19
neurodevelopmental facilitation techniques were selected
by the physical therapists based on the requirement of Statistical Analysis
each patient. The program was performed for 60 minutes.
The SPPS 20 (IBM Corp. Release 2011. IBM SPSS Statis-
tics for Windows, Version 20.0. Armonk, NY: IBM Corp.)
Evaluation statistical software program was used in the evaluation of
The assessments were made by a trained occupational the data. Mean § standard deviation and median (maxi-
therapist who was blinded to the patients’ randomization mum-minimum) percentage and frequency values of the
and not involved in the administration of the study inter- variables were used. The variables were evaluated (using
ventions. the Shapiro-Wilk and Levene tests) following checks for
the preliminary conditions of normality and homogeneity
Primary Outcome Measures of the variances. When comparing 2 groups, we used the
test of difference between 2 independent groups (Stu-
In this study, the motor function of the upper extremity dent's t test) if the parametric test conditions were met
was evaluated using upper extremity subscale of the and the Mann Whitney U test otherwise for data analysis.
Fugl-Meyer Assessment (FMA-UE). FMA-UE is designed When comparing pretreatment and post-treatment val-
to quantitatively assess stroke patients’ motor function ues, the test of difference between 2 dependent groups
and includes upper and lower extremity motor function (paired t test) was used if the parametric test conditions
tests and sensory tests.12 The FMA-UE includes 33 items were met and the Wilcoxon test otherwise. Categorical
to evaluate upper extremity motor impairment and is data were analyzed with Fisher's exact test and chi-square
scored between 0 and 2 (0 = unable, 1 = partly able, and test. We used the “Monte Carlo Simulation Method” to
2 = fully able to complete movement) with a total score include any small frequencies in the analysis when the
range of 0-66. It was reported that reliability of the FMA expected frequencies were smaller than 20%. A P value
for testing motor performance in patients following stroke < .05 was accepted as the significance level for the tests.
is high.13
Results
Secondary Outcome Measures
A total of 92 patients were screened for the study.
Secondary outcome measures included the Brunnstrom Forty-two participants who met the inclusion criteria
stage of recovery, the Box and Block Test (BBT) and the were divided into 2 groups; the experimental group
self-care subscores of the Functional Independence Mea- (n = 21) and control group (n = 21). There were 7 drop-
sure (FIM). outs because of early discharge from the hospital and they
Brunnstrom staging is a test evaluating the motor were excluded in the analysis. The 35 patients who com-
development of hemiplegic patients. The upper extremity, pleted the study consisted of 15 females and 20 males.
hand and lower extremity are evaluated separately. The Demographic characteristics of the patients are shown in
lowest stage is identified as stage 1 (flask, no voluntary Table 1. No statistically significant difference was found
movement) and the highest stage as 6 (isolated joint between the groups in terms of age, gender, dominant
movement present).14 We evaluated the upper extremity hand, paretic hand, lesion type, and duration since the
and hand Brunnstrom stages of the patients in this study. stroke (P > .05). Both groups were similar at baseline in
Gross manual dexterity was measured by the BBT, in terms of Brunnstrom stages, BBT scores and FIM self-care
which the subjects are asked to move as many 2.5 cm subscores (P > .05), but the FMA-UE score was higher in
blocks as they can as quickly as possible using only the the experimental group (P = .04). At post-treatment, a sta-
thumb and index fingers during a timed 60 s trial.15 The tistically significant increase was found in both groups in
BBT test has excellent reliability (Intrarater reliability is the upper extremity and hand Brunnstrom stages, FMA-
r = .99 (left) and r = 1.00 (right)).17,18 UE, FIM self-care subscore, and BBT score (P < .001).
The FIM instrument is widely used for measuring activ- The post-treatment Brunnstrom stage of upper extrem-
ity limitation through performance observation in terms ity, FMA-UE and BBT scores were significantly higher in
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4 S. IKBALI AFSAR ET AL.

Table 1. Demographic characteristics of the patients

Variables Experimental group (n = 19) Control group (n = 16) P value


Age (years) (mean § SD) 69.42 § 8.55 63.44 § 15.73 .19
Disease duration (days) (mean § SD) 88.32 § 56.32 68.63 § 39.20 .25
Sex (female/male) 7/12 8/8 .43
Dominant side (right/left) 17/2 14/2 .85
Hemiplegic side (right/left) 5/14 6/10 .47
Etiology (infarction/ hemorrhage) 15/4 12/4 .78

Table 2. Between-group differences of Brunnstrom stage change scores

Experimental group (n = 19) Control group (n = 16) P value


Brunnstrom-arm
Pretreatment, median (range) 3 (3-4) 3 (3-4) .19
Post-treatment, median (range) 5 (3-6) 4 (3-5) .03*
Brunnstrom-hand
Pretreatment, median (range) 3 (3-4) 3 (3-4) .31
Post-teatment, median (range) 5 (3-6) 4 (3-5) .24
*P < .05.

the experimental group than the control group, but no sta- the CNS.20 Intense, repetitive, and targeted movements
tistically significant difference was found between the 2 are performed with VR gaming systems. The strength
groups regarding the Brunnstrom stage of hand and FIM increase occurs especially in the affected upper extremity
(Tables 2 and 3). with active movement of the patient.10
For the experimental group, the change of BBT (pre-to- The results of our study showed a statistically signifi-
post difference) scores showed a significant improvement cant improvement in upper extremity Brunnstrom stage
when compared to the control group (P = .007). However, and BBT scores in the experimental group than the control
the change of FMA-UE and the FIM scores for the experi- group. Although it was not a statistically significant dif-
mental group were not significantly higher than the con- ference; the FMA-UE gain was also better in the experi-
trol group (P = .057, P = .677) (Table 4). mental group than the control group. However there was
no statistically significant difference between the 2 groups
regarding FIM scores and hand Brunnstrom stages. Simi-
Discussion larly, other studies have revealed a better motor improve-
The aim of stroke rehabilitation is to support the resto- ment in upper extremity proximal muscle groups in the
ration of movement by activating new motor projection VR group compared with the control group.2,8 These
regions and resting synapses. Sensory stimuli, and stimu- results may be explained by the fact that during the BBT;
lants at various levels such as the cognitive planning of upper extremity proximal muscle group movement is
motor activity and movement lead to permanent cellular, required for the patient to move the boxes across the sepa-
anatomical, physiological, and behavioral restructuring of rator set. Similarly an increase in post-treatment

Table 3. Clinical parameters of before and after treatment

Experimental group (n = 19) Control group (n = 16) P value


FMA upper extremity score
Pretreatment, mean (range) 24.32 § 7.87 (10-36) 19.88 § 3.79 (12-25) .04*
Post-treatment, mean (range) 43.05 § 12.59 (20-60) 34.44 § 10.53 (18-59) .04*
BBT score
Pretreatment, mean (range) 12.74 § 5.09 (4-21) 12.19 § 3.75 (9-21) .72
Post-treatment, mean (range) 28.53 § 11.15 (12-44) 20.81 § 10.03 (11-44) .04*
FIM self-care score
Pre-treatment, mean (range) 12.74 § 2.51 (10-15) 13.63 § 3.61 (10-22) .40
Post-treatment, mean (range) 23.74 § 4.42 (20-29) 23.63 § 4.99 (15-33) .95
Abbreviations: BBT, Box and Block test; FIM, Functional Independence Measure; FMA, Fugl-Meyer Assessment.
*P < .05
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VIRTUAL REALITY FOR STROKE REHABILITATION 5

Table 4. Changes in upper extremity function between before and after treatment

Experimental group (n = 19) Control group (n = 16) P value


Delta-FMA upper extremity score 18.74 § 7.67 13.94 § 6.58 .057
Delta-BBT score 15.47 § 6.90 8.63 § 7.03 .007*
Delta-FIM self-care subscore 11 § 3.16 10.33 § 3.79 .677
Abbreviations: BBT, Box and Block test; FIM, Functional Independence Measure; FMA, Fugl-Meyer Assessment.
Values are expressed as mean § standard deviation.
*P < .05.

Brunnstrom stage scores of the upper extremity in this In our study, the FMA-UE scores of the patients in both
study also supports the increase in the BBT scores. These groups improved compared to the pretreatment. How-
results may be related to the use of the proximal portion ever, although the VR group showed significant change
of the arm in kinect-based VR training. Also the absence in Brunnstrom stages; the change of FMA-UE score for
of improvement in the hand Brunnstrom stages can be the VR group was not significantly higher than the control
explained by the light of this information; because there is group. Unfortunately this is a point in our study about
a mismatch between the intended target and the evalua- which we have no conclusive explanation. Both groups
tion parameter. In future studies, more specific programs were similar at baseline in terms of Brunnstrom stages,
should be prepared for the development of hand skills. however the FMA-UE scores were significantly higher in
The possible mechanism of VR therapy in increasing the experimental group (P = .04). This might be the reason
upper extremity motor functions is thought to be the why FMA-UE scale may be insufficiently sensitive to doc-
increased reorganization of the brain while using the ument change in high-functioning individuals. On the
paretic extremities.21 These systems also provide visual other hand a change of between 4 and 7 points in chronic
and auditory biofeedback.2 Furthermore motivating and stroke,23 and 9-10 points in subacute stroke is considered
entertaining games also make VR therapy attractive for to be clinically significant.24 Inadequate sampling size,
the patients.22 short duration of treatment, and short follow-up may also
Bao et al evaluated the effects of VR therapy using Xbox be among other reasons.
Kinect on cortical reorganization of 5 subacute stroke Our results also showed a significant increase in FIM
patients. A significant increase was found in the post- scores after treatment in both groups, but there was no
treatment FMA scores. Functional magnetic resonance statistically significant difference between the groups.
imaging images of the patients before and after the treat- Plasticity related to repeated muscle activities occurs as a
ment were recorded, and an increased activation was result of long-term performance of such activities and
found in contralateral sensory motor cortexes in the VR can contribute to functionality as a result of corticomotor
group during follow-up; however the control group had reorganization. Despite the increased improvement in
no MR images.10 motor function in the experimental group, this may not
Sin and Lee conducted a randomized controlled trial to have provided adequate coordination and muscle
test the ability of Xbox Kinect to assist upper extremity strength that would be reflected in the daily living activi-
rehabilitation in patients with chronic stroke. VR therapy ties and independence levels of the patients. The lack of
was administered to the patients for 30 minutes/day in long-term follow-up may therefore cause misinterpreta-
addition to occupational treatment, 3 times a week for 6 tion of the results. Another important cause for these
weeks. While both groups displayed significant improve- results may that the games were not created specifically
ments in the FMA and BBT scores and active ROMs of for rehabilitation.
shoulder, the VR group demonstrated significantly The study has some limitations. The first limitation was
greater improvements than the control group in all out- that the duration of treatment in the study group was longer
comes except wrist ROM at the end of the study.2 than in the control group as VR therapy was added to con-
Lee evaluated the change in upper extremity muscle ventional rehabilitation. The longer duration of rehabilita-
strength, tonus, and daily living activities in patients with tion can affect functional outcomes. Another limitation, as in
chronic stroke to determine the effectiveness of the VR other studies, was that the Xbox Kinect system and the
training using Xbox Kinect. Conventional therapy and VR games used in the study were not developed specifically for
training durations were similar to the previous study. In stroke patients. There is insufficient data regarding the dura-
the VR group, the upper limb muscle strength showed tion and frequency of treatment with these games as they
significant improvement compared to baseline, except for are not specific to stroke rehabilitation. Finally, another limi-
the wrist. FIM scores also improved significantly in the tation was that the effects on long-term functional develop-
VR group compared to baseline. However, no significant ment could not be evaluated as we only the patients were
difference was found between the groups at post-test.8 only followed-up for 4 weeks. In addition, the low number
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6 S. IKBALI AFSAR ET AL.

of patients included in the study also prevents the generali- 10. Bao X, Mao Y, Lin Q, et al. Mechanism of Kinect-based
zation of our results. virtual reality training for motor functional recovery of
In conclusion, the results indicate that Kinect-based upper limbs after subacute stroke. Neural Regen Res
2013;8:2904-2913.
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