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dc.contributor.authorKorkusuz, Suleyman
dc.contributor.authorTaskin, Gulsen
dc.contributor.authorKorkusuz, Buesra Seckinogullari
dc.contributor.authorOzen, Melike Sumeyye
dc.contributor.authorYuruk, Zeliha Ozlem
dc.date.accessioned2025-12-28T16:39:54Z
dc.date.available2025-12-28T16:39:54Z
dc.date.issued2025
dc.identifier.issn1590-1874
dc.identifier.issn1590-3478
dc.identifier.urihttps://doi.org/10.1007/s10072-024-07830-z
dc.identifier.urihttps://hdl.handle.net/20.500.12933/2203
dc.description.abstractBackground Post-stroke hemiparesis can lead to decreased mobility, gait disturbances, impaired balance, postural instability, limitations in activities of daily living (ADL), and long-term disability. Aims The aim of this study was to examine the effect of non-immersive virtual reality game-based training (nIVRGT) in addition to conventional rehabilitation in stroke patients on dynamic balance, knee hyperextension control, and ADL. Methods Twenty-five chronic stroke patients aged between 51 and 70 were included in the study. Stroke patients were randomized to a control group (n = 12) and a study group (n = 13). Individuals in control group participated conventional physiotherapy and rehabilitation program for 60 min, 3 days a week for 6 weeks. individuals in the study group received 40 min of conventional physiotherapy and rehabilitation program plus 20 min nIVRGT. Functional Reach Test, Timed Up and Go Test, Computerized Gait Evaluation System and Barthel Index were used in the evaluation. Result The study group improved significantly in dynamic balance, knee control, and ADL (p < 0.05). In the control group, significant improvements were observed in dynamic balance and knee control (p < 0.05), except ADL (p > 0.05). The study group improved in dynamic balance compared with the control group (p < 0.05). Knee control and ADL improved similarly in both groups (p > 0.05). Conclusion Our results showed that conventional and additional nIVRGT rehabilitation improved dynamic balance and knee hyperextension control in chronic stroke. However, it was observed that the non-immersive virtual reality (nIVR) approach was more effective in improving dynamic balance in stroke patients than conventional rehabilitation alone.
dc.language.isoen
dc.publisherSpringer-Verlag Italia Srl
dc.relation.ispartofNeurological Sciences
dc.rightsinfo:eu-repo/semantics/closedAccess
dc.subjectKinematics
dc.subjectNon-immersive virtual reality
dc.subjectBalance
dc.subjectStroke
dc.subjectKnee hyperextension
dc.titleExamining the effects of non-immersive virtual reality game-based training on knee hyperextension control and balance in chronic stroke patients: a single-blind randomized controlled study
dc.typeArticle
dc.identifier.orcid0000-0002-2016-4147
dc.identifier.orcid0000-0002-4408-6489
dc.departmentAfyonkarahisar Sağlık Bilimleri Üniversitesi
dc.identifier.doi10.1007/s10072-024-07830-z
dc.identifier.volume46
dc.identifier.issue3
dc.identifier.startpage1267
dc.identifier.endpage1275
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.department-temp[Korkusuz, Suleyman] Atilim Univ, Fac Hlth Sci, Dept Physiotherapy & Rehabil, Ankara, Turkiye; [Taskin, Gulsen] Afyonkarahisar Hlth Sci Univ, Fac Hlth Sci, Dept Geriatr Physiotherapy, Afyon, Turkiye; [Korkusuz, Buesra Seckinogullari] Ankara Univ, Kizilcahamam Vocat Sch Hlth Serv, Dept Therapy & Rehabil, Ankara, Turkiye; [Ozen, Melike Sumeyye] Bandirma Onyedi Eylul Univ, Fac Hlth Sci, Dept Physiotherapy & Rehabil, Balikesir, Turkiye; [Yuruk, Zeliha Ozlem] Baskent Univ, Fac Hlth Sci, Dept Physiotherapy & Rehabil, Ankara, Turkiye
dc.identifier.pmid39466327
dc.identifier.scopus2-s2.0-85207900854
dc.identifier.scopusqualityQ1
dc.identifier.wosWOS:001345227100004
dc.identifier.wosqualityQ3
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.indekslendigikaynakPubMed
dc.snmzKA_WoS_20251227


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