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The Effect of Virtual Reality-Based Exercise Program on Balance, Gait, and Falls Efficacy in Patients with Parkinson¡¯s Disease
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±è¿ë±Õ ( Kim Yong-Gyun )
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°¼øÈñ ( Kang Soon-Hee )
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Abstract
PURPOSE: The purpose of this study was to determine if virtual reality-based exercise was effective in balance, gait, and falls efficacy in patients with Parkinson¡¯s disease (PD).
METHODS: Thirty patients with PD were assigned randomly to the experimental (n=15) or control groups (n=15). The experimental group performed virtual reality- based exercise and the control group underwent conventional physical therapy for 30minutes, five times per week for four weeks. A force platform system, the Korean version of the Berg Balance Scale (K-BBS), the six-minute walking test (6MWT), and the Korean Version of the Falls Efficacy Scale (K-FES) were used to evaluate balance, gait, and falls efficacy. Wilcoxon signed-rank test and Mann-Whitney U test were used to examine the within- and between-group differences after training, respectively.
RESULTS: Changes in the K-BBS score (p<.001) and fall efficacy (p<.01), following the intervention were significantly greater in the experimental group than in the control group whereas significant group difference were not observed for the anterior-posterior and mediolateral postural sway lengths. The change in the ground reaction force (p<.001) and 6MWT values (p<.05) were significantly greater after intervention in patients in the experimental group than in the control group, whereas a significant group difference was not observed for the step and stride lengths.
CONCLUSION: This study indicates that virtual reality- based exercise is an effective intervention for improving balance, gait, and fall efficacy in patients with PD.
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Gait; Parkinson disease; Postural balance; Virtual reality exposure therapy
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