Desempenho do equilíbrio de pacientes pós AVC em uma plataforma de jogo "Game Balance" e a sua correlação com teste funcionais: um estudo transversal

Introduction: Commercial platforms are widely used in research to assess and treat balance deficits in post-stroke patients. However, they lack the necessary specificity for the limitations and/or compensations that these patients may present. It is also challenging to extract the captured data,...

ver descrição completa

Na minha lista:
Detalhes bibliográficos
Autor principal: Oliveira, Maria Júlia Ferreira Rodrigues de
Outros Autores: Cacho, Ênio Walker Azevedo
Formato: Dissertação
Idioma:pt_BR
Publicado em: Universidade Federal do Rio Grande do Norte
Assuntos:
Endereço do item:https://repositorio.ufrn.br/handle/123456789/55287
Tags: Adicionar Tag
Sem tags, seja o primeiro a adicionar uma tag!
Descrição
Resumo:Introduction: Commercial platforms are widely used in research to assess and treat balance deficits in post-stroke patients. However, they lack the necessary specificity for the limitations and/or compensations that these patients may present. It is also challenging to extract the captured data, and the accuracy of this capture is questioned. Objective: Compare the performance of post-stroke patients on a low-cost game platform called "Game Balance" with functional tests. Materials and Methods: This was a quantitative cross-sectional study. For the pilot project, four healthy individuals of both genders were recruited to guide the adjustments and improvements of the developed platform. They provided feedback on the difficulties and ease of use using the System Usability Scale (SUS). For the definitive research, eight post-stroke patients, also of both genders, were recruited from the Physiotherapy Clinic of FACISA (Santa Cruz/RN). This sample was evaluated using clinical scales: Mini-Mental State Examination (MMSE), Functional Ambulation Categories (FAC), The modified Clinical Test of Sensory Interaction and Balance (mCTSIB), National Institute of Health Stroke Scale (NIHSS), Modified Rankin Scale (mRS), and Fugl-Meyer Assessment Scale. The participants also played four rounds of "Game Balance," including one familiarization round and three evaluation rounds, from which an average performance was calculated. After the gaming experience, they were questioned about their experience using the Intrinsic Motivation Task Evaluation Questionnaire. At the end of the assessment, participants received a simple language report on their performance in each test and in "Game Balance." The statistical analysis involved calculating means or medians, standard deviations or quartiles, followed by correlation analysis using Pearson's coefficient based on the identification of normality or non-normality of the data, using Statistical Package for the Social Sciences (SPSS) version 20.0, with a significance level of 5%. Results: For the pilot project, we had n = 4, and by observing their performances and SUS responses, it is evident that game performance directly influenced their feedback on platform usability. Regarding the definitive research, we had n = 8, with a male majority (62.5%), a mean age of 60.88 ± 11.67 years, a majority with ischemic stroke (62.5%), and left hemiparesis (75%), occurring 6.75 ± 4.33 years ago. Significant correlations were found between age and score in "Game Balance" (Pearson's ρ = -0.743; p-value = 0.035), as well as between points and activity time on the platform (Pearson's ρ = -0.738; p-value = 0.037), and between limb balance on the platform and the Rankin scale (Pearson's ρ = -0.745; p-value = 0.034). Conclusions: We found some connections between the device variables and the physical conditions of the selected population.