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Assessing the efficiency of the experimental video game in the early rehabilitation period of cerebral stroke

https://doi.org/10.25587/SVFU.2020.20.3.004

Abstract

Cerebral stroke is a significant medical and social problem due to the high level of disability and long-term rehabilitation. However, there are no accessible rehabilitation methods which, on the basis of video games, would allow the rehabilitation of lost functions to continue on an outpatient basis. The purpose of the study was to develop and study the effectiveness of the experimental video game “Labyrinth” in the early recovery period of cerebral stroke. Materials and research methods. The video game was developed using the C ++ and Directx 11 programming languages. The clinical part of the study was carried out on the basis of the Department of Medical Rehabilitation of Republic’s Hospital No. 3. The study covered two groups: the main group consisted of 10, the control group - 5 patients. Standard rehabilitation measures (physiotherapy exercises, physiotherapy) and drug therapy according to the main and related diagnoses were performed in patients of both groups. The patients of the main group underwent additional training using the developed video game. Objectification of motor disorders was carried out using the Berg balance scale and stabilometry. The results of the study. The patients of the main group were characterized by a large increase in points on the Berg balance scale (3.5 [2.5; 7.3] points against 2.0 [0.5; 5.0] points, p = 0.013), as well as a statistically significant decrease the displacement of the center of pressure along the frontal axis (-1.8 [-7.4; 1.7] mm versus 1.2 [-2.4; 11.6] mm, p = 0.002). Patients who received training in a sitting position showed a more pronounced decrease in the area of statokinesiogram (-100.2 [-139.4; -54.8] mm2 against -74.7 [-99.6; 133.4] mm2, p = 0.003), and patients who received training in a standing position showed a more pronounced decrease in energy consumption (-82.7 [-206.8; -23.6] mJ / s against 2.9 [-170.6; 71, 4] mJ / s, p = 0.001). Conclusion. The developed video game “Labyrinth” has a positive effect on the restoration of motor functions in the early rehabilitation period of cerebral stroke. It remains an open question the long-term preservation of the effect of a video game, as well as its effect on cognitive function.

About the Authors

N. N. Syromyatnikov
Institute of Medicine, M. K. Ammosov North-Eastern Federal University
Russian Federation


A. A. Tappakhov
Institute of Medicine, M. K. Ammosov North-Eastern Federal University
Russian Federation


T. Y. Nikolaeva
Institute of Medicine, M.K. Ammosov North-Eastern Federal University
Russian Federation


V. S. Nikolaev
M. K. Ammosov North-Eastern Federal University
Russian Federation


O. G. Argunova
Sakha Republic’s Hospital No. 3
Russian Federation


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Review

For citations:


Syromyatnikov N.N., Tappakhov A.A., Nikolaeva T.Y., Nikolaev V.S., Argunova O.G. Assessing the efficiency of the experimental video game in the early rehabilitation period of cerebral stroke. Vestnik of North-Eastern Federal University. Medical Sciences. 2020;(3):34-42. (In Russ.) https://doi.org/10.25587/SVFU.2020.20.3.004

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