Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: a case report.
BACKGROUND
Many Americans live with physical functional limitations stemming from stroke. These functional limitations can be reduced by task-specific training that is repetitive, motivating, and augmented with feedback. Virtual reality (VR) is reported to offer an engaging environment that is repetitive, safe, motivating, and gives task-specific feedback. The purpose of this case report was to explore the use of a low-cost VR device [Sony PlayStation 2 (PS2) EyeToy] for an individual in the chronic phase of stroke recovery.


METHODS
An individual two years poststroke with residual sensorimotor deficits completed 20 one-hour sessions using the PS2 EyeToy. The game's task requirements included target-based motion, dynamic balance, and motor planning. The feasibility of using the gaming platform was explored and a broad selection of outcomes was used to assess change in performance.


RESULTS
Device use was feasible. Clinically relevant improvements were found on the Dynamic Gait Index and trends toward improvement on the Fugl-Meyer Assessment, Berg Balance Scale, UE Functional Index, Motor Activity Log, and Beck Depression Inventory.


CONCLUSIONS
A low-cost VR system was easily used in the home. In the future it may be used to improve sensory/motor recovery following stroke as an adjunct to standard care physical therapy.
Flynn
Sheryl
S
Division of Physical Therapy, College of Health and Human Sciences, Georgia State University, Atlanta, Georgia, USA. sherylfl@usc.edu
Palma
Phyllis
P
Bender
Anneke
A
D000368:Aged; D005240:Feasibility Studies; D005260:Female; D005684:Gait / Q000502:physiology; D006801:Humans; D009043:Motor Activity / Q000502:physiology; D026741:Physical Therapy Modalities; D004856:Postural Balance / Q000502:physiology; D020127:Recovery of Function / Q000502:physiology; D020521:Stroke / Q000503:physiopathology; D000071939:Stroke Rehabilitation; D018910:Video Games