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Long-term effects of vestibular rehabilitation and head-mounted gaming task procedure in unilateral vestibular hypofunction: a 12-month follow-up of a randomized controlled trial.

Identifieur interne : 000360 ( Main/Curation ); précédent : 000359; suivant : 000361

Long-term effects of vestibular rehabilitation and head-mounted gaming task procedure in unilateral vestibular hypofunction: a 12-month follow-up of a randomized controlled trial.

Auteurs : Andrea Viziano [Italie] ; Alessandro Micarelli [Italie] ; Ivan Augimeri [Italie] ; Domenico Micarelli [Italie] ; Marco Alessandrini [Italie]

Source :

RBID : pubmed:30012022

Descripteurs français

English descriptors

Abstract

OBJECTIVE:

To investigate the long-term effects of adding virtual reality-based home exercises to vestibular rehabilitation in people with unilateral vestibular hypofunction.

DESIGN:

Follow-up otoneurological examination in two randomized groups following a previous one-month trial.

SETTING:

Tertiary rehabilitation center.

SUBJECTS:

A total of 47 patients with unilateral vestibular hypofunction, one group ( n = 24) undergoing conventional vestibular rehabilitation and the other one ( n = 23) implementing, in addition, head-mounted gaming home exercises, 20 minutes per day for one month.

INTERVENTIONS:

One year after completing rehabilitation, patients underwent testing with static posturography, video head impulse test, self-report questionnaires, and a performance measure.

MAIN MEASURES:

Vestibulo-ocular reflex gain, posturographic parameters such as length, surface, and fast Fourier transform power spectra, self-report, and gait performance measure scores.

RESULTS:

Vestibulo-ocular reflex gain was significantly better with respect to pretreatment in both groups. The mixed-method group showed significantly higher gain scores: mean (standard deviation (SD)) at 12 months was 0.71 (0.04), versus 0.64 (0.03) for the vestibular rehabilitation-only group ( P < 0.001). Accordingly, some classical posturography scores such as surface with eyes open and length with eyes closed and low-frequency power spectra were significantly different between groups, with the virtual reality group showing improvement ( P < 0.001). Self-report measures were significantly better in both groups compared to pretreatment, with significant improvement in the mixed-method group as compared to conventional rehabilitation alone: Dizziness Handicap Inventory mean total score was 24.34 (2.8) versus 35.73 (5.88) with a P-value <0.001.

CONCLUSION:

Results suggest that head-mounted gaming home exercises are a viable, effective, additional measure to improve long-term vestibular rehabilitation outcomes.


DOI: 10.1177/0269215518788598
PubMed: 30012022

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pubmed:30012022

Le document en format XML

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<term>Adult (MeSH)</term>
<term>Aged (MeSH)</term>
<term>Exercise Therapy (methods)</term>
<term>Female (MeSH)</term>
<term>Follow-Up Studies (MeSH)</term>
<term>Gait (MeSH)</term>
<term>Humans (MeSH)</term>
<term>Male (MeSH)</term>
<term>Middle Aged (MeSH)</term>
<term>Reflex, Vestibulo-Ocular (physiology)</term>
<term>Self Report (MeSH)</term>
<term>Time Factors (MeSH)</term>
<term>Vestibular Diseases (physiopathology)</term>
<term>Vestibular Diseases (rehabilitation)</term>
<term>Video Games (MeSH)</term>
<term>Virtual Reality (MeSH)</term>
</keywords>
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<term>Adulte (MeSH)</term>
<term>Adulte d'âge moyen (MeSH)</term>
<term>Autorapport (MeSH)</term>
<term>Démarche (MeSH)</term>
<term>Facteurs temps (MeSH)</term>
<term>Femelle (MeSH)</term>
<term>Humains (MeSH)</term>
<term>Jeux vidéo (MeSH)</term>
<term>Maladies vestibulaires (physiopathologie)</term>
<term>Maladies vestibulaires (rééducation et réadaptation)</term>
<term>Mâle (MeSH)</term>
<term>Réalité de synthèse (MeSH)</term>
<term>Réflexe vestibulo-oculaire (physiologie)</term>
<term>Sujet âgé (MeSH)</term>
<term>Traitement par les exercices physiques (méthodes)</term>
<term>Études de suivi (MeSH)</term>
</keywords>
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<term>Exercise Therapy</term>
</keywords>
<keywords scheme="MESH" qualifier="méthodes" xml:lang="fr">
<term>Traitement par les exercices physiques</term>
</keywords>
<keywords scheme="MESH" qualifier="physiologie" xml:lang="fr">
<term>Réflexe vestibulo-oculaire</term>
</keywords>
<keywords scheme="MESH" qualifier="physiology" xml:lang="en">
<term>Reflex, Vestibulo-Ocular</term>
</keywords>
<keywords scheme="MESH" qualifier="physiopathologie" xml:lang="fr">
<term>Maladies vestibulaires</term>
</keywords>
<keywords scheme="MESH" qualifier="physiopathology" xml:lang="en">
<term>Vestibular Diseases</term>
</keywords>
<keywords scheme="MESH" qualifier="rehabilitation" xml:lang="en">
<term>Vestibular Diseases</term>
</keywords>
<keywords scheme="MESH" qualifier="rééducation et réadaptation" xml:lang="fr">
<term>Maladies vestibulaires</term>
</keywords>
<keywords scheme="MESH" xml:lang="en">
<term>Adult</term>
<term>Aged</term>
<term>Female</term>
<term>Follow-Up Studies</term>
<term>Gait</term>
<term>Humans</term>
<term>Male</term>
<term>Middle Aged</term>
<term>Self Report</term>
<term>Time Factors</term>
<term>Video Games</term>
<term>Virtual Reality</term>
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<term>Adulte</term>
<term>Adulte d'âge moyen</term>
<term>Autorapport</term>
<term>Démarche</term>
<term>Facteurs temps</term>
<term>Femelle</term>
<term>Humains</term>
<term>Jeux vidéo</term>
<term>Mâle</term>
<term>Réalité de synthèse</term>
<term>Sujet âgé</term>
<term>Études de suivi</term>
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<front>
<div type="abstract" xml:lang="en">
<p>
<b>OBJECTIVE:</b>
</p>
<p>To investigate the long-term effects of adding virtual reality-based home exercises to vestibular rehabilitation in people with unilateral vestibular hypofunction.</p>
</div>
<div type="abstract" xml:lang="en">
<p>
<b>DESIGN:</b>
</p>
<p>Follow-up otoneurological examination in two randomized groups following a previous one-month trial.</p>
</div>
<div type="abstract" xml:lang="en">
<p>
<b>SETTING:</b>
</p>
<p>Tertiary rehabilitation center.</p>
</div>
<div type="abstract" xml:lang="en">
<p>
<b>SUBJECTS:</b>
</p>
<p>A total of 47 patients with unilateral vestibular hypofunction, one group ( n = 24) undergoing conventional vestibular rehabilitation and the other one ( n = 23) implementing, in addition, head-mounted gaming home exercises, 20 minutes per day for one month.</p>
</div>
<div type="abstract" xml:lang="en">
<p>
<b>INTERVENTIONS:</b>
</p>
<p>One year after completing rehabilitation, patients underwent testing with static posturography, video head impulse test, self-report questionnaires, and a performance measure.</p>
</div>
<div type="abstract" xml:lang="en">
<p>
<b>MAIN MEASURES:</b>
</p>
<p>Vestibulo-ocular reflex gain, posturographic parameters such as length, surface, and fast Fourier transform power spectra, self-report, and gait performance measure scores.</p>
</div>
<div type="abstract" xml:lang="en">
<p>
<b>RESULTS:</b>
</p>
<p>Vestibulo-ocular reflex gain was significantly better with respect to pretreatment in both groups. The mixed-method group showed significantly higher gain scores: mean (standard deviation (SD)) at 12 months was 0.71 (0.04), versus 0.64 (0.03) for the vestibular rehabilitation-only group ( P < 0.001). Accordingly, some classical posturography scores such as surface with eyes open and length with eyes closed and low-frequency power spectra were significantly different between groups, with the virtual reality group showing improvement ( P < 0.001). Self-report measures were significantly better in both groups compared to pretreatment, with significant improvement in the mixed-method group as compared to conventional rehabilitation alone: Dizziness Handicap Inventory mean total score was 24.34 (2.8) versus 35.73 (5.88) with a P-value <0.001.</p>
</div>
<div type="abstract" xml:lang="en">
<p>
<b>CONCLUSION:</b>
</p>
<p>Results suggest that head-mounted gaming home exercises are a viable, effective, additional measure to improve long-term vestibular rehabilitation outcomes.</p>
</div>
</front>
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<AbstractText Label="RESULTS:" NlmCategory="UNASSIGNED">Vestibulo-ocular reflex gain was significantly better with respect to pretreatment in both groups. The mixed-method group showed significantly higher gain scores: mean (standard deviation (SD)) at 12 months was 0.71 (0.04), versus 0.64 (0.03) for the vestibular rehabilitation-only group ( P < 0.001). Accordingly, some classical posturography scores such as surface with eyes open and length with eyes closed and low-frequency power spectra were significantly different between groups, with the virtual reality group showing improvement ( P < 0.001). Self-report measures were significantly better in both groups compared to pretreatment, with significant improvement in the mixed-method group as compared to conventional rehabilitation alone: Dizziness Handicap Inventory mean total score was 24.34 (2.8) versus 35.73 (5.88) with a P-value <0.001.</AbstractText>
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   |texte=   Long-term effects of vestibular rehabilitation and head-mounted gaming task procedure in unilateral vestibular hypofunction: a 12-month follow-up of a randomized controlled trial.
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HfdIndexSelect -h $EXPLOR_AREA/Data/Main/Curation/RBID.i   -Sk "pubmed:30012022" \
       | HfdSelect -Kh $EXPLOR_AREA/Data/Main/Curation/biblio.hfd   \
       | NlmPubMed2Wicri -a PosturoV1 

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