Comparing the Cognitive Effects of Two Exergame Training and Traditional Training in Patients With Chronic Stroke
Stroke

About this trial
This is an interventional treatment trial for Stroke focused on measuring Stroke, Cognition, Exergames, Weight shifting, Balance, Rehabilitation
Eligibility Criteria
Inclusion Criteria:
- Post-stroke duration of at least 6 months
- Ability to understand verbal instructions and learn
- Adequate visual acuity (with appropriate correction, if necessary)
- Ability to walk independently with or without device
Exclusion Criteria:
- Bilateral hemispheric
- Cerebellar lesions
- Aphasia
- Significant visual field deficits
- Hemineglect
- History of orthopedic
- Other neurological diseases
- Medical conditions that would prevent adherence to the exercise protocol
Sites / Locations
- Department of Rehabilitation, Chang Gung Memorial Hospital-Kaohsiung Medical Center, Kaohsiung, Taiwan
Arms of the Study
Arm 1
Arm 2
Arm 3
Experimental
Experimental
Placebo Comparator
Wii Fit
Tetrax biofeedback
Conventional weight-shifting
The Wii Fit training was conducted using the Wii Fit bundle from Nintendo, which consists of the Wii console, a Wii Balance Board, and the Wii Fit Plus balance game disc. The Wii balance board has 4 transducers, which could assess the player's force distribution and resultant movements in the center of pressure (COP). The participants stood on the board and used the change of COP to play the games. Five games (Tilt, Soccer Heading, Balance Bubble, Penguin Slide, and Perfect 10) were selected from the Wii Fit Plus package based on the motor demand of these games. The major movement patterns to play the games included right-left weight shifting and front-back weight shifting.
The Tetrax biofeedback games aimed at postural rehabilitation to help patients or athletes improve their balance abilities. There were 11 games in Tetrax system; 8 games (Speedtrack, Catch, Skyball, Gotcha, Speedball, Tag, Freeze, Immobilizer) were chosen based on the same principle as those used for choosing Wii Fit games. The parameters of games' difficulties included target size and/or speed of target movement, which could be adjusted according to the patients' ability. For the Wii Fit or Tetrax group, at each session, the supervising therapist chose 3 to 5 games for participants according to their ability, needs, and favorites.
The conventional weight-shifting exercise group performed balance exercises with the similar movements and time required by the 2 exergame systems but without video games. By using occupational activities, participants did weight shifting in the sagittal and frontal planes. The investigators also used a balance board (Reebok Core board) for multi-directional weight shifting training