Abstract
Stroke is a leading cause of disability in the world. It may leave several sequels such as the reduction of the function of the upper limbs, which directly affects the performance of activities of daily living. This dysfunction can be closely linked to the spasticity and the decrease in range of motion, impacting the quality of life of these patients. In this sense, a training protocol was applied involving a serious game based on virtual reality (VR), in order to facilitate the return of the neurological motor function. This treatment was applied on the two upper limbs of an individual who had a stroke in both sides of the brain. Fifteen treatment sessions were applied and the individual was evaluated in the first and last session. The evaluated parameters were: Modified Ashworth Scale (MAS), Range of Motion (ROM), Tonic Stretch Reflex Threshold (TSRT) and Quality of Life (QoL). It was possible to observe that, the offered protocol was able to reach the objective, since the presented results indicated an improvement in the parameters evaluated in the research. Emphasizing that the game scenario and the applied protocol helped in the involvement and improvement of the participant.
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Acknowledgements
The authors would like to thank the participant for his selfless participation, CAPES and FAPEMIG. None of this would be possible without their collaboration.
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The authors declare that they have no conflict of interest.
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Alves, C.M., Rezende, A.R., Marques, I.A., Silva, D.C., Paiva, T.S., Naves, E.L.M. (2022). Serious Games and Virtual Reality in the Treatment of Chronic Stroke: Both Sides Rehabilitation. In: Bastos-Filho, T.F., de Oliveira Caldeira, E.M., Frizera-Neto, A. (eds) XXVII Brazilian Congress on Biomedical Engineering. CBEB 2020. IFMBE Proceedings, vol 83. Springer, Cham. https://doi.org/10.1007/978-3-030-70601-2_38
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