title: Virtual rehabilitation via Nintendo Wii® and conventional physical therapy effectively treat post-stroke hemiparetic patients.
abstract: BACKGROUND
  The Nintendo® Wii is a simple and affordable virtual therapy alternative. It may be used at home, and it is a motivating recreational activity that provides continuous feedback. However, studies comparing the use of the Nintendo® Wii to conventional physical therapy are needed.
  
  
  OBJECTIVE
  To compare the effect of a rehabilitation treatment using the Nintendo® Wii (NW) with conventional physical therapy (CPT) to improve the sensorimotor function and quality of life for post-stroke hemiparetic patients.
  
  
  METHODS
  The present study applied a randomized, blind, and controlled clinical trial. In total, 30 patients with post-stroke hemiparesis were evaluated. A total of 15 patients were randomly assigned to each group. The SF-36 quality of life and Fugl-Meyer scales were used to evaluate the patients.
  
  
  RESULTS
  After treatment, the only variable that differed between the groups was the physical functioning domain of the SF-36 in the group that received conventional physical therapy. A significant difference was observed between both groups before and after treatment in terms of the following Fugl-Meyer scale items: passive movement and pain, motor function of the upper limbs (ULs), and balance. The CPT group also showed a significant difference with regard to their UL and lower limb (LL) coordination. The SF-36 scale analysis revealed a significant difference within both groups with regard to the following domains: physical functioning, role limitation due to physical aspects, vitality, and role limitation due to emotional aspects. The NW group also exhibited a significant difference in the mental health domain. The results indicate that both approaches improved the patients' performance in a similar manner.
  
  
  CONCLUSIONS
  Virtual rehabilitation using the Nintendo Wii® and CPT both effectively treat post-stroke hemiparetic patients by improving passive movement and pain scores, motor function of the upper limb, balance, physical functioning, vitality, and the physical and emotional aspects of role functioning.
authors.forename: Nildo Manoel
authors.initials: NM
authors.lastname: da Silva Ribeiro
authors.forename: Daniel Dominguez
authors.initials: DD
authors.lastname: Ferraz
authors.forename: Érika
authors.initials: É
authors.lastname: Pedreira
authors.forename: Ígor
authors.initials: Í
authors.lastname: Pinheiro
authors.forename: Ana Cláudia
authors.initials: AC
authors.lastname: da Silva Pinto
authors.forename: Mansueto Gomes
authors.initials: MG
authors.lastname: Neto
authors.forename: Luan Rafael Aguiar
authors.initials: LR
authors.lastname: Dos Santos
authors.forename: Michele Gea Guimarães
authors.initials: MG
authors.lastname: Pozzato
authors.forename: Ricardo Silva
authors.initials: RS
authors.lastname: Pinho
authors.forename: Marcelo Rodrigues
authors.initials: MR
authors.lastname: Masruha
mesh_terms: D005081:Exercise Therapy / Q000295:instrumentation / Q000379:methods*; D005260:Female; D006801:Humans; D008297:Male; D008875:Middle Aged; D010291:Paresis / Q000209:etiology / Q000534:rehabilitation*; D016037:Single-Blind Method; D020521:Stroke / Q000150:complications; D000071939:Stroke Rehabilitation; D016896:Treatment Outcome; D014584:User-Computer Interface; D018910:Video Games; D063367:Virtual Reality Exposure Therapy / Q000295:instrumentation / Q000379:methods
keywords: Hemiparesis; Stroke,; Virtual reality exposure therapy,