Articles

Effect of Virtual Reality Therapy on Upper Extremity Function in Patients With Chronic Stroke Patients


AUTHOR
박주호(Ju-Ho Park), 김규은(Gyu-Eun Kim), 배지후(Ji-Hoo Bae), 최종민(Jong-Min Choi)
INFORMATION
page. 119~133 / No 2

e-ISSN
2671-4450
p-ISSN
1226-0134
Received
2021-03-19
Revised
2021-04-15
Accepted
2021-04-16
DOI
https://doi.org/https://doi.org/10.14519/kjot.2021.29.2.10
Fulltext

ABSTRACT

Objective: The purpose of this study is to investigate and systematically consider the virtual reality arbitrators used to restore the upper limb function in stroke patients over the last decade. Method: From January 2010 to December 2020, we searched for articles registered in the online databases of RISS, KISS, DBpia, PubMed, ScienceDirect, and Scopus. Finally, 18 Randomized Controlled Trial (RCT) papers were analyzed using the PICO method. Results: The virtual reality arbitration method used to restore the upper limb function in stroke patients was 9 geyotogo, a total of 18 times. Among them, Nintendo Wii was the most frequent with 4 applications (22.22%) and a virtual reality program appeared 4 times (22.22%). The research analysis demonstrated that a Nintendo Wii and virtual reality shows are effective in improving the upper limb function in stroke patients. Conclusion: The types and frequencies of virtual reality arbitration methods for improving the upper limb function in stroke patients were presented, along with the most frequently used arbitration methods for a Nintendo Wii and virtual reality programs. The effect was presented on the bill. The results can be used by clinical therapists as evidence for choosing treatment methods as well as their durations and evaluation tools.