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Journal Article

Citation

Molhemi F, Monjezi S, Mehravar M, Shaterzadeh-Yazdi MJ, Salehi R, Hesam S, Mohammadianinejad E. Arch. Phys. Med. Rehabil. 2020; ePub(ePub): ePub.

Copyright

(Copyright © 2020, Elsevier Publishing)

DOI

10.1016/j.apmr.2020.09.395

PMID

33161005

Abstract

OBJECTIVE: To assess the efficacy of Virtual Reality (VR)-based versus conventional balance training on the improvement of balance and reduction of falls in people with multiple sclerosis (PwMS).

DESIGN: Single-blinded, randomized, controlled trial.

SETTING: Musculoskeletal Rehabilitation Research Center, Ahvaz Jundishapur University of Medical Sciences.

PARTICIPANTS: Thirty-nine PwMS, randomized into VR (n=19) and control (n=20) groups.

INTERVENTION: The VR group performed exergames using Kinect® while control group accomplished conventional balance exercises. Both groups received 18 training sessions for 6 weeks.

OUTCOME MEASURES: Limits of stability(LOS), Timed Up-and-Go(TUG) and 10-Meter-Walk tests with and without cognitive task and their dual-task costs(DTC), Berg Balance Scale, Multiple Sclerosis Walking Scale-12, Fall Efficacy Scale-international, Activities-specific Balance Confidence scale, and fall history were obtained pre- and post-intervention, and after a three-month follow-up.

RESULTS: At both post-intervention and follow-up, TUG cognitive and DTC on the TUG were significantly lower and the 10-Meter-Walkcognitive was significantly higher in the VR group. At follow-up, reaction time and the number of falls demonstrated significant differences favoring the VR group, whereas the directional control revealed significant difference in favor of the control group(p<0.05). The other outcomes showed no statistically significant difference neither at post-intervention nor at follow-up.

CONCLUSIONS: Both the VR-based and conventional balance exercises improved balance and mobility in PwMS, while each acted better in improving certain aspects. VR-based training was more efficacious in enhancing cognitive-motor function, and reducing falls, whereas conventional exercises led to better directional control. Further studies are needed to confirm the effectiveness of recruiting VR-based exercises in clinical settings.


Language: en

Keywords

falls; balance; exergame; multiple sclerosis; virtual reality

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