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,...
Na minha lista:
Autor principal: | |
---|---|
Outros Autores: | |
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!
|
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. |
---|