EFFECT OF VIRTUAL REALITY GAMING AND CONVENTIONAL REHABILITATION ON PHYSICAL FUNCTION AND QUALITY OF LIFE IN PATIENTS WITH PARKINSON´S DISEASE

Ogundele AO1,2, Olaogun MOB3, Komolafe MA4, Mbada CE2, Ogundele OO5
1Obafemi Awolowo University Teaching Hospital, Physiotherapy, Ile-Ife, Nigeria, 2Obafemi Awolowo University, Medical Rehabilitation, Ile-Ife, Nigeria, 3Bowen University, Physiotherapy, Iwo, Nigeria, 4Obafemi Awolowo University, Medicine, Ile-Ife, Nigeria, 5Obafemi Awolowo University Teaching Hospital, Medicine, Ile-Ife, Nigeria

Background: Parkinson´s disease (PD) poses significant health burden worldwide owing to increasing ageing population and chronic illnesses. Mobility and balance limitations are some of the most significant consequences of PD leading to functional impairments and reduced quality of life (QoL). Conventional rehabilitation methods to ameliorate physical signs of PD have been reported to be partially helpful. Virtual reality gaming (VRG), an emerging rehabilitation means, seems to encourage people to exercise. There is however dearth of studies investigating the effects of VRG on gait, balance and QoL in patients with PD

Purpose: To assess and compare the effect of VRG and conventional activity based gait and balance training (CAGBT) on gait, balance and QoL in patients with PD

Methods: 43 patients (33 males, 10 females) with idiopathic PD, H&Y (2.60±0.44) purposively recruited from the Physiotherapy department of Obafemi Awolowo University Teaching Hospitals Ile-ife, Nigeria, volunteered to participate in this pretest, posttest, quasi-experimental study and were randomly assigned to VRG and CAGBT groups. Baseline parameters of balance, gait and quality of life were assessed using Berg balance scale, BTS G-walk gait device and PDQ-39 respectively. Participants in both groups had 5-10 minutes warm-up and warm-down periods. VRG consisted of 3 kinect games: river rush, bubble game and tight rope tension for 10minutes each (30minutes) while participants in the CAGBT had treadmill training at moderate intensity for 25 minutes and balance board training for 5 to 10minutes. Both groups had two sessions per week for 8 weeks. Gait, balance and QoL were re-assessed after 4 weeks and 8 weeks of intervention. Data were analysed using one-way and repeated measures ANOVA as well as paired t-test. Level of significance (P 0.05)

Results: The mean age, height, weight and BMI of the participants were 68.18±8.81 years, 1.67±0.09 m, 64.13±12.50 kg and 22.85 kg/m2 respectively. Participants in VRG had significant improvements in balance (F=689.30, p=0.001), stride length (F=721.20, p=0.001) and QoL (F=107.01, p=0.001), as well as the CAGBT: balance (F=1030, p=0.001), stride length (F=546.70, p=0.001) and QoL (F=35.76, p=0.001). Comparison between the two groups showed that participants in the CAGBT had significantly higher stride length (t=-2.075, p=0.045) and gait velocity (t=-2.52, p=0.016) at the end of 8 weeks.

Conclusion(s): VRG and CAGBT were comparably effective in improving gait, balance and QoL of patients with PD. Conventional intervention led to a more considerable increase in stride length and gait velocity.

Implications: Virtual reality gaming may serve as a good alternative rehabilitation means to improve gait, balance and QoL of patients with PD. Studies should be carried out to investigate long term effects of both interventions on selected non-motor features and how these influence motivation and exercise adherence.

Keywords: Parkinson's disease, Virtual reality gaming, Physical Function

Funding acknowledgements: Self funded

Topic: Neurology: Parkinson's disease

Ethics approval required: Yes
Institution: OBAFEMI AWOLOWO UNIVERSITY TEACHING HOSPITALS COMPLEX
Ethics committee: ETHICS AND RESEARCH COMMITTEE
Ethics number: IRB/IEC/0004553


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