虚拟现实结合游戏化任务导向性训练对卒中患者平衡功能及跌倒效能的影响
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Impact of virtual reality combined with gamified taskoriented training on balance function and fall efficacy in stroke patients
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    摘要:

    目的 分析虚拟现实结合游戏化任务导向性训练对卒中患者平衡功能及跌倒效能的影响。方法 选择2024年1月至2025年4月住院治疗的114例卒中康复期患者,按入院顺序分成常规组(n=57),实施常规平衡训练;研究组(n=57),开展虚拟现实结合游戏化任务导向性训练;均训练6周。采用Berg平衡量表、修订版跌倒效能量表评估患者训练前、训练4周及6周的平衡功能、跌倒效能,采用Tinetti量表中的步态评估部分评定患者训练前、训练6周的步态功能,进行起立-行走计时试验(TUGT),并统计两组干预6周内跌倒发生率。结果 常规组55例、研究组54例完成研究。两组平衡功能、跌倒效能评分的时间效应、组间效应及交互效应显著(均P<0.05)。训练6周后,研究组Tinetti步态评分高于常规组,TUGT计时短于常规组,研究组干预6周内跌倒发生率显著低于常规组(均P<0.05)。结论 虚拟现实结合游戏化任务导向性训练通过沉浸式场景构建、分期游戏化任务、实时交互反馈设计的训练策略,能够从自我认同感重塑、精准干预双路径,提升患者平衡功能和跌倒效能,改善步态功能,从而降低跌倒风险。

    Abstract:

    Objective To analyze the effect of virtual reality combined with game-based task-oriented training (TOT) on balance function and fall efficacy in stroke patients.Methods A total of 114 stroke rehabilitation patients treated from January 2024 to April 2025 were selected and divided into a conventional group (n=57), undergoing conventional balance training, and a research group (n=57), undergoing virtual reality combined with game-based task-oriented training, both trained for 6 weeks.The Berg Balance Scale (BBS) and the Modified Falls Efficacy Scale (MFES) were used to evaluate the patients′ balance function and fall efficacy before training, at 4 weeks and 6 weeks of training.The Gait Assessment part of the Tinetti Scale was used to assess the gait function of the patients before training and at 6 weeks of training, and the Timed Up and Go Test (TUGT) was performed, and the fall incidence rate within 6 weeks of intervention in the two groups was analyzed.Results A total of 55 cases in the routine group and 54 cases in the study group completed the study.The time effect, between-group effect, and interaction effect of the balance function and fall efficacy scores were significant (all P<0.05).After 6 weeks of training, the Tinetti gait score of the research group was higher than that of the conventional group, the TUGT time was shorter than that of the conventional group, and the fall incidence rate within 6 weeks of intervention in the research group was significantly lower than that of the conventional group (all P<0.05).Conclusion Virtual reality combined with game-based task-oriented training, through immersive scene construction, phased game-based tasks, and real-time interactive feedback design training strategies, can enhance patients′ balance function and fall efficacy, improve gait function, and thus reduce the risk of falls from the dual pathways of self-identity reshaping and precise intervention.

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丁玲玲,李冬雪,段丹辉,曹宇晶,包美荣.虚拟现实结合游戏化任务导向性训练对卒中患者平衡功能及跌倒效能的影响[J].护理学杂志,2025,40(21):1-5+20

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  • 收稿日期:2025-06-25
  • 最后修改日期:2025-08-18
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  • 在线发布日期: 2025-12-09