Role of Virtual Reality in Balance Training in Patients with Spinal Cord Injury: A Prospective Comparative Pre-Post Study

Study Design Prospective comparative pre–post study. Purpose To evaluate the effects of game-based virtual reality (VR) training program for trunk postural control and balance in patients with spinal cord injury (SCI) and to assess the results according to the motor completeness (severity) of lesion...

Full description

Bibliographic Details
Main Authors: Madhusree Sengupta, Anupam Gupta, Meeka Khanna, U. K. Rashmi Krishnan, Dhritiman Chakrabarti
Format: Article
Language:English
Published: Korean Spine Society 2020-02-01
Series:Asian Spine Journal
Subjects:
Online Access:http://asianspinejournal.org/upload/pdf/asj-2019-0013.pdf
id doaj-94d2f164ca0040f7ae32ebc8313291c1
record_format Article
spelling doaj-94d2f164ca0040f7ae32ebc8313291c12020-11-25T01:25:32ZengKorean Spine SocietyAsian Spine Journal1976-19021976-78462020-02-01141515810.31616/asj.2019.00131109Role of Virtual Reality in Balance Training in Patients with Spinal Cord Injury: A Prospective Comparative Pre-Post StudyMadhusree Sengupta0Anupam Gupta1Meeka Khanna2U. K. Rashmi Krishnan3Dhritiman Chakrabarti4 Department of Neurological Rehabilitation, National Institute of Mental Health and Neurosciences, Bangalore, India Department of Neurological Rehabilitation, National Institute of Mental Health and Neurosciences, Bangalore, India Department of Neurological Rehabilitation, National Institute of Mental Health and Neurosciences, Bangalore, India Department of Neurological Rehabilitation, National Institute of Mental Health and Neurosciences, Bangalore, India Department of Neuro Anaesthesia, National Institute of Mental Health and Neurosciences, Bangalore, IndiaStudy Design Prospective comparative pre–post study. Purpose To evaluate the effects of game-based virtual reality (VR) training program for trunk postural control and balance in patients with spinal cord injury (SCI) and to assess the results according to the motor completeness (severity) of lesions using the American Spinal Injury Association Impairment Scale (AIS). Overview of Literature Training with VR based gaming has a role to play in improving balance in patients with SCI. Methods Patients with SCI (traumatic and non-traumatic) for <6 months were included in this hospital-based study. Participants were divided into two groups: experimental group (EG) consisting 21 patients, and control group (CG) consisting 12. Both groups underwent the conventional rehabilitation program. An additional training with semi-immersive VR therapy was conducted 5 days a week for 3 weeks in the EG with the focus on balance rehabilitation using the “Rhetoric.” The outcome measures were the Berg Balance Scale (BBS), balance section of the Tinetti Performance-Oriented Mobility Assessment (POMA-B), and Functional Reach Score (FRS). Results Both groups consisted of young participants (mean age, 28 and 30.5 years, respectively) and predominantly men (>80%). One-third of them had tetraplegia and two-third had paraplegia. Between-group analyses showed no statistically significant differences in the main effects between groups (p-value: BBS, 0.396; POMA-B, 0.238; FRS, 0.294), suggesting that the EG group did not show significant improvement in the trunk and posture at the end of training sessions than the CG group. Similarly, no significant difference was observed according to the severity (completeness) of SCI in the between-group analyses using the AIS (A/B vs. C/D). Conclusions VR is an adjunctive therapy for balance rehabilitation in patients with SCI.http://asianspinejournal.org/upload/pdf/asj-2019-0013.pdfspinal cord injuriesvirtual realitybalance rehabilitation
collection DOAJ
language English
format Article
sources DOAJ
author Madhusree Sengupta
Anupam Gupta
Meeka Khanna
U. K. Rashmi Krishnan
Dhritiman Chakrabarti
spellingShingle Madhusree Sengupta
Anupam Gupta
Meeka Khanna
U. K. Rashmi Krishnan
Dhritiman Chakrabarti
Role of Virtual Reality in Balance Training in Patients with Spinal Cord Injury: A Prospective Comparative Pre-Post Study
Asian Spine Journal
spinal cord injuries
virtual reality
balance rehabilitation
author_facet Madhusree Sengupta
Anupam Gupta
Meeka Khanna
U. K. Rashmi Krishnan
Dhritiman Chakrabarti
author_sort Madhusree Sengupta
title Role of Virtual Reality in Balance Training in Patients with Spinal Cord Injury: A Prospective Comparative Pre-Post Study
title_short Role of Virtual Reality in Balance Training in Patients with Spinal Cord Injury: A Prospective Comparative Pre-Post Study
title_full Role of Virtual Reality in Balance Training in Patients with Spinal Cord Injury: A Prospective Comparative Pre-Post Study
title_fullStr Role of Virtual Reality in Balance Training in Patients with Spinal Cord Injury: A Prospective Comparative Pre-Post Study
title_full_unstemmed Role of Virtual Reality in Balance Training in Patients with Spinal Cord Injury: A Prospective Comparative Pre-Post Study
title_sort role of virtual reality in balance training in patients with spinal cord injury: a prospective comparative pre-post study
publisher Korean Spine Society
series Asian Spine Journal
issn 1976-1902
1976-7846
publishDate 2020-02-01
description Study Design Prospective comparative pre–post study. Purpose To evaluate the effects of game-based virtual reality (VR) training program for trunk postural control and balance in patients with spinal cord injury (SCI) and to assess the results according to the motor completeness (severity) of lesions using the American Spinal Injury Association Impairment Scale (AIS). Overview of Literature Training with VR based gaming has a role to play in improving balance in patients with SCI. Methods Patients with SCI (traumatic and non-traumatic) for <6 months were included in this hospital-based study. Participants were divided into two groups: experimental group (EG) consisting 21 patients, and control group (CG) consisting 12. Both groups underwent the conventional rehabilitation program. An additional training with semi-immersive VR therapy was conducted 5 days a week for 3 weeks in the EG with the focus on balance rehabilitation using the “Rhetoric.” The outcome measures were the Berg Balance Scale (BBS), balance section of the Tinetti Performance-Oriented Mobility Assessment (POMA-B), and Functional Reach Score (FRS). Results Both groups consisted of young participants (mean age, 28 and 30.5 years, respectively) and predominantly men (>80%). One-third of them had tetraplegia and two-third had paraplegia. Between-group analyses showed no statistically significant differences in the main effects between groups (p-value: BBS, 0.396; POMA-B, 0.238; FRS, 0.294), suggesting that the EG group did not show significant improvement in the trunk and posture at the end of training sessions than the CG group. Similarly, no significant difference was observed according to the severity (completeness) of SCI in the between-group analyses using the AIS (A/B vs. C/D). Conclusions VR is an adjunctive therapy for balance rehabilitation in patients with SCI.
topic spinal cord injuries
virtual reality
balance rehabilitation
url http://asianspinejournal.org/upload/pdf/asj-2019-0013.pdf
work_keys_str_mv AT madhusreesengupta roleofvirtualrealityinbalancetraininginpatientswithspinalcordinjuryaprospectivecomparativeprepoststudy
AT anupamgupta roleofvirtualrealityinbalancetraininginpatientswithspinalcordinjuryaprospectivecomparativeprepoststudy
AT meekakhanna roleofvirtualrealityinbalancetraininginpatientswithspinalcordinjuryaprospectivecomparativeprepoststudy
AT ukrashmikrishnan roleofvirtualrealityinbalancetraininginpatientswithspinalcordinjuryaprospectivecomparativeprepoststudy
AT dhritimanchakrabarti roleofvirtualrealityinbalancetraininginpatientswithspinalcordinjuryaprospectivecomparativeprepoststudy
_version_ 1725113408168132608