Share This Article:

Virtual games and quality of life in Parkinson’s disease: A randomised controlled trial

Full-Text HTML Download Download as PDF (Size:189KB) PP. 97-101
DOI: 10.4236/apd.2013.24018    4,069 Downloads   7,575 Views   Citations

ABSTRACT

Objective: To evaluate the efficacy of Nintendo Wii training in quality of life in Parkinson’s disease (PD) patients when compared to traditional physical therapy (PT). Methods: A randomized, single-blinded trial with 2 parallel arms was performed in a referral center for movement disorders in North-eastern, Brazil. Forty-four PD outpatients that fulfilled the eligibility criteria with mild to moderate motor impairment were randomized. Both groups executed a warm up session for 10 minutes that consisted of trunk flexion, extension and rotation, associated with upper and lower limbs stretching. The PT group followed a program that consisted of trunk and limb mobilisation, balance, muscle strengthening, rhythmic movement, postural alignment, double-task execution, bimanual tasks, and gait training. The Nintendo Wii group executed a sequence of tasks according to a previously established protocol, with similar training exercises. Duration of exercises was 40 minutes per session, 3 days per week for 4 weeks. The primary endpoint was the total score obtained in the Parkinson’s disease quality of life questionnaire (PDQ-39) translated from English to Brazilian Portuguese by Oxford outcomes. Secondary endpoints were the scores achieved by each group in the following domains of PDQ-39 scale: mobility, activities of daily living (ADL), emotional well-being, stigma, social support, cognition, communication and bodily discomfort. Assessments were performed before and after intervention in both groups with subjects in the “on” period. Results: Subjects in the Nintendo Wii group showed greater improvement in the PDQ-39 total score when compared to PT group (p = 0.01). Also, significant differences were observed in ADL, stigma, social support and communication when comparing subjects before and after intervention in the Nintendo Wii group (p < 0.05). Conclusions: The results achieved in this trial suggest that rehabilitation using Nintendo Wii may have beneficial effects in quality of life of PD subjects, when compared to traditional PT. Further larger randomised controlled-trials are necessary to reassure these results.

Conflicts of Interest

The authors declare no conflicts of interest.

Cite this paper

Pedreira, G. , Prazeres, A. , Cruz, D. , Gomes, I. , Monteiro, L. and Melo, A. (2013) Virtual games and quality of life in Parkinson’s disease: A randomised controlled trial. Advances in Parkinson's Disease, 2, 97-101. doi: 10.4236/apd.2013.24018.

References

[1] Poewe, W. (2008) Non-motor symptoms in Parkinson’s disease. European Journal of Neurology, 15, 14-20. http://dx.doi.org/10.1111/j.1468-1331.2008.02056.x
[2] Keus, S.H., Bloem, B.R., Hendriks, E.J., Bredero-Cohen, A.B., Munneke, M. and Practice Recommendations Development Group (2007) Evidence-based analysis of physical therapy in Parkinson’s disease with recommendations for practice and research. Movement Disorders, 22, 451-460. http://dx.doi.org/10.1002/mds.21244
[3] Albani, G., Pignatti, R., Bertella, L., Priano, L., Semenza, C. and Molinari, E. (2002) Common daily activities in the virtual environment: A preliminary study in Parkinsonian patients. Neurological Sciences, 23, S49-S50. http://dx.doi.org/10.1007/s100720200064
[4] Saposnik, G., Teasell, R., Mamdani, M., Hall, J., McIlroy, W., Cheung, D., et al. (2010) Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: A pilot randomized clinical trial and proof of principle. Stroke, 41, 1477-1484. http://dx.doi.org/10.1161/STROKEAHA.110.584979
[5] Mouawad, M.R., Doust, C.G., Max, M.D. and McNulty, P.A. (2011) Wii-based movement therapy to promote improved upperextremity function post-stroke: A pilot study. Journal of Rehabilitation Medicine, 43, 527-533. http://dx.doi.org/10.2340/16501977-0816
[6] Jenkinson, C., Fitzpatrick, R., Peto, V., Greenhall, R. and Hyman, N. (1997) The Parkinson’s Disease Questionnaire (PDQ-39): Development and validation of a Parkinson’s disease Summary Index Score. Ageing, 26, 353-357.
[7] Koepp, M.J., Gunn, R.N., Lawrence, A.D., Cunningham, V.J., Dagher, A., Jones, T., et al. (1998) Evidence for striatal dopamine release during a video game. Nature, 393, 266-268.
[8] Griffin, H.J., Greenlaw, R., Limousin, P., Bhatia, K., Quinn, N.P. and Jahanshahi, M. (2011) The effect of real and virtual visual cues on walking in Parkinson’s disease. Journal of Neurology, 258, 991-1000.
[9] Mirelman, A., Maidan, I., Herman, T., Deutsch, J.E., Giladi, N. and Hausdorff, J.M. (2011) Virtual reality for gait training: Can it induce motor learning to enhance complex walking and reduce fall risk in patients with Parkinson’s disease? Journals of Gerontology Series A: Biological Sciences and Medical Sciences, 66, 234-240. http://dx.doi.org/10.1093/gerona/glq201
[10] Cherniack, E.P. (2011) Not just fun and games: Applications of virtual reality in the identification and rehabilitation of cognitive disorders of the elderly. Disability and Rehabilitation: Assistive Technology, 6, 283-289. http://dx.doi.org/10.3109/17483107.2010.542570

  
comments powered by Disqus

Copyright © 2018 by authors and Scientific Research Publishing Inc.

Creative Commons License

This work and the related PDF file are licensed under a Creative Commons Attribution 4.0 International License.