Background: Stroke is one of the most important causes of the disability in adults. The chronic motor sequels decrease the functionality capacity of the patients worsening the quality of life. Virtual reality has been proposed as a novel...
moreBackground: Stroke is one of the most important causes of the disability in adults. The chronic motor sequels decrease the functionality capacity of the patients worsening the quality of life. Virtual reality has been proposed as a novel therapeutic tool for motor rehabilitation. Among the virtual reality devices with potential for use in rehabilitation, the Nintendo Wii Fit TM (NWF) stands out as a portable, easyto-use, low-cost alternative that offers good reliability. For this reason, it has been the most used device for rehabilitation. However, few studies have investigated the learning and retention ability of the patients with chronic sequels of stroke in different NWF games. Purpose: To compare the learning and retention of performance improvements after NWF games training in patients with chronic sequels of stroke (CSS) and healthy paired adults. Methods: The experimental group comprised 14 individuals with CSS, 8 male, mean age of 51.71 years (S.D. = 10.43), mean time of Stroke 4.47 years (S.D. = 4.06), 9 left paretic side, whereas control group (CG) comprised 12 healthy paired adults. A total of 10 games were selected on the NWF that elicited slow and fast movements from the center of gravity, associated or otherwise with upper limb movement, and step alternation under different conditions. Games were performed on a platform and guided by visual stimuli projected onto a screen placed from the patient. The training was split into 14 sessions with two sessions given per week. Addionally, there was 1 more session to test the retention, performed 60 days after the end of training. Each session entailed 2 tries at 5 of the 10 games. Results: One 2X8 RM-ANOVA using as factor Groups (CSSG;CG), and training session (s1,s2,s3,s4,s5,s6,s7,RET) as repeated measures for games punctuations showed a significant interaction between the factors for four games (p = .01, ES = .88; p = .0004, ES = .98; p = .02, ES = .83; p = .01, ES = .88). Tukey pos-hoc test (TT) for all of these games showed a significant increase in the punctuation for CG only. There was a significant interaction between the factors for one more games too (p = .0004, ES = .98), but for this game the TT showed a significant increase in punctuations after S6 for CSSG (p = .006, ES = .90), and after S3 for CG (p = .002, ES = .90). For other two games there was a significant effect of group and training session. TT showed there was a significant increase in punctuations regardless of the group, despite the CSG having shown a significant inferior performance in these games. Finally, there was only training session effects for the last one game, i.e. the CSSG showed the same level of performance and learning. Patients with chronic sequels of Stroke were able to improve their performance in the most part of the NWF games and, the most important, to retain the improvements after the training, despite there having showed the inferior performance in comparison with health paired adults. However, the same could not be observed for the other four games. Implications: The NWF games can be a useful tool for rehabilitation of Patients with chronic sequels of Stroke. However, the careful selection of the games is essential to obtain positive results.