Improving Cognitive Function after Traumatic Brain Injury: A Clinical Trial on the Potential Use of the Semi-Immersive Virtual Reality
Traumatic brain injury (TBI) is the most common cause of long-term disability and death among young adults, and it represents an enormous socioeconomic and healthcare burden. Our purpose is to evaluate the effects of a virtual reality training with BTs-Nirvana (BTs-N) on the recovery of cognitive fu...
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Format: | Article |
Language: | English |
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Wiley
2019-01-01
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Series: | Behavioural Neurology |
Online Access: | http://dx.doi.org/10.1155/2019/9268179 |
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author | Rosaria De Luca Maria Grazia Maggio Giuseppa Maresca Desiree Latella Antonino Cannavò Francesca Sciarrone Emanuele Lo Voi Maria Accorinti Placido Bramanti Rocco Salvatore Calabrò |
author_facet | Rosaria De Luca Maria Grazia Maggio Giuseppa Maresca Desiree Latella Antonino Cannavò Francesca Sciarrone Emanuele Lo Voi Maria Accorinti Placido Bramanti Rocco Salvatore Calabrò |
author_sort | Rosaria De Luca |
collection | DOAJ |
description | Traumatic brain injury (TBI) is the most common cause of long-term disability and death among young adults, and it represents an enormous socioeconomic and healthcare burden. Our purpose is to evaluate the effects of a virtual reality training with BTs-Nirvana (BTs-N) on the recovery of cognitive functions in TBI subjects, using the interactive semi-immersive program. One hundred patients with TBI were enrolled in this study and randomized into either the Traditional Cognitive Rehabilitation Group (TCRG: n=50) or the Virtual Reality Training Group (VRTG: n=50). The VRTG underwent a VRT with BTs-N, whereas the TCRG received a standard cognitive treatment. Each treatment session lasted 60 minutes and was repeated three times a week for 8 weeks. All of the patients were evaluated by a specific psychometric battery before (T0) and immediately (T1) after the end of the training. VRTG and TCRG had a significant improvement in cognitive functioning and in mood, but only VRTG presented with a significant increase in cognitive flexibility and shifting skills and in selective attention. In conclusion, our results suggest that VR may be a useful and effective approach for the rehabilitation of patients with TBI, leading to better cognitive and behavioral outcomes. |
format | Article |
id | doaj-art-98c6fe86085e47748e8ae141f956c032 |
institution | Kabale University |
issn | 0953-4180 1875-8584 |
language | English |
publishDate | 2019-01-01 |
publisher | Wiley |
record_format | Article |
series | Behavioural Neurology |
spelling | doaj-art-98c6fe86085e47748e8ae141f956c0322025-02-03T05:48:23ZengWileyBehavioural Neurology0953-41801875-85842019-01-01201910.1155/2019/92681799268179Improving Cognitive Function after Traumatic Brain Injury: A Clinical Trial on the Potential Use of the Semi-Immersive Virtual RealityRosaria De Luca0Maria Grazia Maggio1Giuseppa Maresca2Desiree Latella3Antonino Cannavò4Francesca Sciarrone5Emanuele Lo Voi6Maria Accorinti7Placido Bramanti8Rocco Salvatore Calabrò9IRCCS Centro Neurolesi “Bonino Pulejo”, Messina, ItalyIRCCS Centro Neurolesi “Bonino Pulejo”, Messina, ItalyIRCCS Centro Neurolesi “Bonino Pulejo”, Messina, ItalyIRCCS Centro Neurolesi “Bonino Pulejo”, Messina, ItalyIRCCS Centro Neurolesi “Bonino Pulejo”, Messina, ItalyIRCCS Centro Neurolesi “Bonino Pulejo”, Messina, ItalyIRCCS Centro Neurolesi “Bonino Pulejo”, Messina, ItalyIRCCS Centro Neurolesi “Bonino Pulejo”, Messina, ItalyIRCCS Centro Neurolesi “Bonino Pulejo”, Messina, ItalyIRCCS Centro Neurolesi “Bonino Pulejo”, Messina, ItalyTraumatic brain injury (TBI) is the most common cause of long-term disability and death among young adults, and it represents an enormous socioeconomic and healthcare burden. Our purpose is to evaluate the effects of a virtual reality training with BTs-Nirvana (BTs-N) on the recovery of cognitive functions in TBI subjects, using the interactive semi-immersive program. One hundred patients with TBI were enrolled in this study and randomized into either the Traditional Cognitive Rehabilitation Group (TCRG: n=50) or the Virtual Reality Training Group (VRTG: n=50). The VRTG underwent a VRT with BTs-N, whereas the TCRG received a standard cognitive treatment. Each treatment session lasted 60 minutes and was repeated three times a week for 8 weeks. All of the patients were evaluated by a specific psychometric battery before (T0) and immediately (T1) after the end of the training. VRTG and TCRG had a significant improvement in cognitive functioning and in mood, but only VRTG presented with a significant increase in cognitive flexibility and shifting skills and in selective attention. In conclusion, our results suggest that VR may be a useful and effective approach for the rehabilitation of patients with TBI, leading to better cognitive and behavioral outcomes.http://dx.doi.org/10.1155/2019/9268179 |
spellingShingle | Rosaria De Luca Maria Grazia Maggio Giuseppa Maresca Desiree Latella Antonino Cannavò Francesca Sciarrone Emanuele Lo Voi Maria Accorinti Placido Bramanti Rocco Salvatore Calabrò Improving Cognitive Function after Traumatic Brain Injury: A Clinical Trial on the Potential Use of the Semi-Immersive Virtual Reality Behavioural Neurology |
title | Improving Cognitive Function after Traumatic Brain Injury: A Clinical Trial on the Potential Use of the Semi-Immersive Virtual Reality |
title_full | Improving Cognitive Function after Traumatic Brain Injury: A Clinical Trial on the Potential Use of the Semi-Immersive Virtual Reality |
title_fullStr | Improving Cognitive Function after Traumatic Brain Injury: A Clinical Trial on the Potential Use of the Semi-Immersive Virtual Reality |
title_full_unstemmed | Improving Cognitive Function after Traumatic Brain Injury: A Clinical Trial on the Potential Use of the Semi-Immersive Virtual Reality |
title_short | Improving Cognitive Function after Traumatic Brain Injury: A Clinical Trial on the Potential Use of the Semi-Immersive Virtual Reality |
title_sort | improving cognitive function after traumatic brain injury a clinical trial on the potential use of the semi immersive virtual reality |
url | http://dx.doi.org/10.1155/2019/9268179 |
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