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. 2015 Feb 12;2015(2):CD008349. doi: 10.1002/14651858.CD008349.pub3

Sin 2013

Methods RCT
Participants Recruited from a rehabilitation hospital in Korea
35 participants: 18 intervention, 17 control
Inclusion criteria: more than 6 months post stroke, no problems with auditory or visual functioning, active range of motion of the shoulder, elbow, wrist and fingers of more than 10 degrees, ability to walk more than 10 metres independently not taking any medication that could influence balance or gait and no severe cognitive disorders (Mini Mental State Examination score of > 16/30)
Exclusion criteria: uncontrolled blood pressure or angina, history of seizure, any intervention other than conventional therapy, or refusal to use a video game
Mean (SD) age: intervention group 71.78 (9.42), control group 75.59 (5.55) years
43% male
Stroke details: 66% right hemiparesis
Timing post stroke: intervention group mean (SD) 7.22 (1.21) months, control group 8.47 (2.98) months
Interventions Virtual reality intervention: use of Xbox Kinect for 30 minutes followed by conventional occupational therapy for 30 minutes. Kinect programs that required use of the upper extremities were selected
Control intervention: conventional occupational therapy, which focused on retraining upper extremity and hand function and activities of daily living Sessions were performed 3 times a week for 6 weeks
Outcomes Outcomes recorded at baseline and post‐intervention
Upper limb outcomes: Fugl Meyer UE, Box and Block test
Other outcomes: Upper extremity Active Range of Movement
Notes
Risk of bias
Bias Authors' judgement Support for judgement
Random sequence generation (selection bias) Low risk Random number tables
Allocation concealment (selection bias) Unclear risk Not reported
Blinding of outcome assessment (detection bias) All outcomes Low risk Blinded to allocation
Incomplete outcome data (attrition bias) All outcomes Unclear risk To be determined
Selective reporting (reporting bias) Unclear risk To be determined