This trial is evaluating whether Virtual reality gaming program (VR-gaming program) will improve 1 primary outcome, 6 secondary outcomes, and 8 other outcomes in patients with Stroke. Measurement will happen over the course of Rehabilitation discharge (generally 4-6 weeks).
This trial requires 30 total participants across 2 different treatment groups
This trial involves 2 different treatments. Virtual Reality Gaming Program (VR-gaming Program) is the primary treatment being studied. Participants will all receive the same treatment. There is no placebo group. The treatments being tested are not being studied for commercial purposes.
Sudden death seems to be unaffected by treatment of stroke patients. The survival from stroke is not significantly different from that of age- and sex-matched controls. The risk for recurrent stroke is similar for both cohorts. Despite recent advances, treatment of stroke does not seem to be a reasonable approach in contemporary practice.
Stroke has numerous causes and causes varied according to the particular site of insult to the brain and the age of the person. It is known at present that stroke can occur from cardiac, vascular, and embolic (not emboli but solid material such as thrombus) mechanisms. Strokes can also occur from multiple mechanisms, that is, from more than one cause such as from a combination of cardiac and embolic mechanisms. Moreover, strokes are often multi-stage processes—they may progress from one type of mechanism to another and so on.
Stroke is a complex and rare disorder leading to various disabilities and often fatal consequences. Stroke can occur in children and has high morbidity rates. There is limited information available on the prevalence, risk factors, pathology and treatment of pediatric stroke.
Data from a recent study from our qualitative interviews are consistent with results of an extensive literature review that included treatment use in 3- to 9-month follow-up studies of stroke, and may help other practitioners think more carefully about interventions in stroke settings.
The signs and symptoms of strokes include weakness or numbness of the affected side of the body (hemisyisis), vomiting, vision changes and/or speech disturbance due to decreased blood flow to the brain. Other signs of stroke include changes in personality, mood, movement, vision and hearing.
Currently there is not a sufficient body of literature that has addressed whether or not a VR-gaming program could be used as an effective training tool for neuro-rehabilitation programmes. Only a small number of studies have shown favourable outcome for training in VR-games\n
Most strokes (51%) happen in people aged 60 and older, with a decreasing frequency as you go younger. In 2010, over 1.5 million strokes occurred in the US and 25,000—27,000 died of strokes each year.\n
The authors found the results of Vr-Games to be promising as they have been found to increase patients' motivation and increase the overall effectiveness of the VR therapy, even at the expense of short-term adverse effects. We have concluded from these results that Vr-Games should be considered as a possible adjunct to current clinical treatment for chronic neurological conditions by enhancing the therapeutic effects and allowing control over the level of therapy exerted on the patient's brain state using the game's control console.
The present study proved that VR-gaming program is a safe training method for motor recovery of the upper extremities. The present findings suggest that VR-gaming program may be a useful tool in rehabilitation of stroke.
As most experts believe that stroke can be very serious, it requires the patient to be taken to the hospital immediately after acute stroke phase has been stabilized, in order to find the cause and treat the cause early. Stroke is known to be the third leading cause of death and cause of disability worldwide as well as in India. Therefore, the prevention of stroke is important. The major causes of stroke in India are diabetes mellitus and hypertensive heart disease, the use of the right medicines, tobacco smoke, alcohol.
The following variables are strongly associated with trial use: having a recent stroke; having a previous trial experience; having a spouse/spouse/partner willing to participate in a trial; and being a Caucasian.