Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: a case report

J Neurol Phys Ther. 2007 Dec;31(4):180-9. doi: 10.1097/NPT.0b013e31815d00d5.

Abstract

Rationale: Many Americans live with physical functional limitations stemming from stroke. These functional limitations can be reduced by task-specific training that is repetitive, motivating, and augmented with feedback. Virtual reality (VR) is reported to offer an engaging environment that is repetitive, safe, motivating, and gives task-specific feedback. The purpose of this case report was to explore the use of a low-cost VR device [Sony PlayStation 2 (PS2) EyeToy] for an individual in the chronic phase of stroke recovery.

Case: An individual two years poststroke with residual sensorimotor deficits completed 20 one-hour sessions using the PS2 EyeToy. The game's task requirements included target-based motion, dynamic balance, and motor planning. The feasibility of using the gaming platform was explored and a broad selection of outcomes was used to assess change in performance.

Outcomes: Device use was feasible. Clinically relevant improvements were found on the Dynamic Gait Index and trends toward improvement on the Fugl-Meyer Assessment, Berg Balance Scale, UE Functional Index, Motor Activity Log, and Beck Depression Inventory.

Conclusion: A low-cost VR system was easily used in the home. In the future it may be used to improve sensory/motor recovery following stroke as an adjunct to standard care physical therapy.

Publication types

  • Case Reports

MeSH terms

  • Aged
  • Feasibility Studies
  • Female
  • Gait / physiology
  • Humans
  • Motor Activity / physiology
  • Physical Therapy Modalities
  • Postural Balance / physiology
  • Recovery of Function / physiology
  • Stroke / physiopathology
  • Stroke Rehabilitation*
  • Video Games*