Efficacy of Virtual Reality-Based Therapy for Upper Extremity Rehabilitation in Stroke Patients: A Case Study

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DOI: 10.21522/TIJPH.2013.SE.25.02.Art025

Authors : Santhana Lakshmi S, Puja Das, Surya Vishnuram, Ajith Kumar G P

Abstract:

Stroke is a leading cause of long-term disability, often resulting in significant motor impairments, particularly in the upper limbs. This case study explores the use of Virtual Reality-Based Rehabilitation (VRBR) to improve upper limb motor function, muscle tone, and strength in a 35-year-old male with left hemiparesis following a stroke. Over an 8-week period, the patient participated in VR therapy at Saveetha Physiotherapy OPD, engaging in interactive games such as Beat Saber and Fruit Ninja VR to enhance motor coordination and increase patient engagement. The intervention led to significant improvements in the patient’s motor function, muscle strength, and tone. The immersive and engaging nature of VRBR likely helped boost motivation, which contributed to better rehabilitation outcomes. These results suggest that VRBR is a promising tool for improving motor skills and supporting neuroplasticity in stroke patients with upper limb impairments. The study emphasizes the potential benefits of incorporating VR-based therapies in stroke rehabilitation and calls for further research to evaluate its effectiveness in larger patient populations.

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