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Amjad Annethattil, Mohammad Farraj, Al-Madzhar Jundam Ahmadul

Authors:

1 Physiotherapy Specialist, Qatar Rehabilitation institute, Doha, Qatar

2 Physiotherapist, Qatar Rehabilitation institute, Doha, Qatar

3 Director of physiotherapy, Qatar Rehabilitation institute, Doha, Qatar

Corresponding Author: 1*Amjad Annethattil, Email: aannethattil@hamad.qa

Abstract

Background of the study:  Improving the lower limb (LL) motor recovery after stroke is a major task in order to improve the functional ability of the patient. We aim to complete a narrative review to determine the efficacy of virtual reality in Lower limb therapy approaches among post stroke.

Methodology: A literature search was carried out. Overall, 14 Articles with 852 participants were included in the study. The patient who has had a stroke and received intervention virtual reality during practice of the treatment session: 14 studies were included in the review. Data Sources were searched from MEDLIWE, CINAHL and Cochrane library, Physiotherapy Evidence Database (PEDro) from 2000 till 2021.

Result: The stroke patient who received VR interventions has showed improvement in their functional abilities. Various outcome measures were included in the studied Kinematic and kinetic gait parameters, 10 MWT, Functional walking ability, FUGL Meyer assessment(FMA-UE),Action reach arm test (ARAT), Wolf motor function test (WMFT), Box block test (BBT), Functional ambulation classification (FACO), Berg balance scale (BBS), Time up and go (TUG), Mini mental state examination (MMSE), Utrecht scale for evaluation of rehabilitation – participation (USER-P), Stroke specific quality of life(SS-QOL), Fatigue severity scale (FFS).

Conclusion: This systematic narrative review reveals that VR intervention is effective to improve lower limb motor function, gait and balance functions of stroke patients. Virtual reality may allow therapists to deliver more repetitive training with more regular performance feedback and improving motor learning rate.

Key words: Stroke; Balance; Virtual reality; Gait; Rehabilitation

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