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dc.contributor.authorSpecht, Juliande
dc.contributor.authorStegmann, Barbarade
dc.contributor.authorGross, Hannade
dc.contributor.authorKrakow, Karstende
dc.date.accessioned2025-02-24T16:26:49Z
dc.date.available2025-02-24T16:26:49Z
dc.date.issued2023de
dc.identifier.issn2291-9279de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/100327
dc.description.abstractBackground: Neurological rehabilitation is technologically evolving rapidly, resulting in new treatments for patients. Stroke, one of the most prevalent conditions in neurorehabilitation, has been a particular focus in recent years. However, patients often need help with physical and cognitive constraints, whereby the cognitive domain in neurorehabilitation does not technologically exploit existing potential. Usually, cognitive rehabilitation is performed with pen and paper or on a computer, which leads to limitations in preparation for activities of daily living. Technologies such as virtual reality (VR) can bridge this gap. Objective: This pilot study investigated the use of immersive VR in cognitive rehabilitation for patients undergoing inpatient neurorehabilitation. The goal was to determine the difference in rehabilitation effectiveness between a VR serious game that combines everyday activities with cognitive paradigms and conventional computerized cognitive training. We hypothesized the superiority of the VR serious game regarding cognitive abilities and patient-reported outcomes as well as transfer to daily life. Methods: We recruited 42 patients with acute brain affection from a German neurorehabilitation clinic in inpatient care with a Mini Mental Status Test score >20 to participate in this randomized controlled trial. Participants were randomly assigned to 2 groups, with 1 receiving the experimental VR treatment (n=21). VR training consisted of daily life scenarios, for example, in a kitchen, focusing on treating executive functions such as planning and problem-solving. The control group (n=21) received conventional computerized cognitive training. Each participant received a minimum of 18 treatment sessions in their respective group. Patients were tested for cognitive status, subjective health, and quality of life before and after the intervention (Alters-Konzentrations-Test, Wechsler Memory Scale - Revised, Trail Making Test A and B, Tower of London - German version, Short Form 36, European Quality of Life 5 Dimensions visual analog scale, and Fragebogen zur Erfassung der Performance in VR). Results: Repeated-measures ANOVA revealed several significant main effects in the cognitive tests: Tower of London - German version (P=.046), Trail Making Test A (P=.01), and Wechsler Memory Scale - Revised (P=.006). However, post hoc tests revealed that the VR group showed significant improvement in the planning, executive control, and problem-solving domains (P=.046, Bonferroni P=.02). In contrast, no significant improvement in the control group between t0 and t1 was detected (all P>.05). Furthermore, a nonsignificant trend was observed in visual speed in the VR group (P=.09, Bonferroni P=.02). Conclusions: The results of this pilot randomized controlled trial showed that immersive VR training in cognitive rehabilitation had greater effectiveness than the standard of care in treating patients experiencing stroke in some cognitive domains . These findings support the further use and study of VR training incorporating activities of daily living in other neurological disorders involving cognitive dysfunction. Trial Registration: Federal Registry of Clinical Trials of Germany (DRKS) DRKS00023605; https://drks.de/search/de/trial/DRKS00023605de
dc.languageende
dc.subject.ddcMedizin und Gesundheitde
dc.subject.ddcMedicine and healthen
dc.subject.ddcPsychologiede
dc.subject.ddcPsychologyen
dc.subject.othercognitive rehabilitation; neurorehabilitation; Deutsche Version der Positive and Negative Affect Schedule PANAS (GESIS Panel) (ZIS 242)de
dc.titleCognitive Training With Head-Mounted Display Virtual Reality in Neurorehabilitation: Pilot Randomized Controlled Trialde
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.source.journalJMIR Serious Games
dc.source.volume11de
dc.publisher.countryMISCde
dc.subject.classozMedizin, Sozialmedizinde
dc.subject.classozMedicine, Social Medicineen
dc.subject.classozpsychische Störungen, Behandlung und Präventionde
dc.subject.classozPsychological Disorders, Mental Health Treatment and Preventionen
dc.subject.thesozvirtuelle Realitätde
dc.subject.thesozvirtual realityen
dc.subject.thesozPsychologiede
dc.subject.thesozpsychologyen
dc.subject.thesozSchlaganfallde
dc.subject.thesozstrokeen
dc.subject.thesozkognitive Fähigkeitde
dc.subject.thesozcognitive abilityen
dc.subject.thesozRehabilitationde
dc.subject.thesozrehabilitationen
dc.subject.thesozNeurologiede
dc.subject.thesozneurologyen
dc.subject.thesozpsychische Gesundheitde
dc.subject.thesozmental healthen
dc.identifier.urnurn:nbn:de:0168-ssoar-100327-9
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
ssoar.contributor.institutionFDBde
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10056015
internal.identifier.thesoz10036549
internal.identifier.thesoz10046625
internal.identifier.thesoz10040725
internal.identifier.thesoz10038322
internal.identifier.thesoz10053188
internal.identifier.thesoz10055619
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
dc.source.pageinfo1-18de
internal.identifier.classoz50100
internal.identifier.classoz10708
internal.identifier.journal3256
internal.identifier.document32
internal.identifier.ddc610
internal.identifier.ddc150
dc.identifier.doihttps://doi.org/10.2196/45816de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence16
internal.identifier.pubstatus1
internal.identifier.review1
internal.pdf.validfalse
internal.pdf.wellformedtrue
internal.pdf.encryptedfalse


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