VIRTUAL REALITY AS A REHABILITATION ALTERNATIVE FOR POST-STROKE PATIENTS
DOI:
https://doi.org/10.36557/pbpc.v3i2.275Keywords:
Stroke, Effectiveness, Virtual Reality, RehabilitationAbstract
Stroke is a neurological condition that affects cognitive and motor functions and is classified into two types: ischemic and hemorrhagic. In recent years, the search for more effective and technological approaches to post-stroke rehabilitation has intensified. In this context, virtual reality (VR) has gained prominence as a promising tool, as it offers a simulated environment where patients can practice activities safely, enhancing recovery. With this in mind, the aim of this study is to evaluate the effectiveness of VR as a complement in the rehabilitation of post-stroke patients, focusing on motor function and the performance of activities of daily living (ADLs). This study is a narrative review of the literature in the Scientific Electronic Library Online (Scielo) and U.S. National Library of Medicine (NLM) (PUBMED) databases. Based on the central question, the search for descriptors was carried out using the Boolean operator “AND” and then the following Health Sciences Descriptors (DeCs) were used: “Virtual Reality”, “Rehabilitation”, “Stroke” and “Efficacy”. Six articles were selected according to inclusion criteria related to the theme and the period of publication. According to the studies, VR improves balance, trunk control and upper limb motor function in post-stroke patients. Patients who used the Nintendo Wii showed improvements in motor function and in performing daily activities. However, the effectiveness of VR, when compared to conventional therapy alone, is still limited. On the other hand, when combined with conventional therapy, VR offers greater benefits, increasing therapy time and enhancing rehabilitation. It can be concluded that virtual reality is an effective tool in the rehabilitation of post-stroke patients, especially when combined with traditional therapies. However, more studies are needed to confirm the effects of VR on aspects such as muscle strength and quality of life, as well as exploring new technologies accessible for home use by patients.
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Copyright (c) 2024 Ariane Emily Silva, Beatriz Augusta Silva, Mylena Vitória Silva de Paula, Erika Rejane Silva, Juliano Dias Sales, Liliane Ferreira de Lima, Elva Vilma Araújo Neto, Erisvânia Alves de Araujo, Michelane Maria dos Santos, Tereza Raquel Xavier Viana

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