The Effectiveness of Virtual Reality Nintendo Wii Exergaming and Body Supported Treadmill Training in Improving Lower Limb Voluntary Movements, Balance and Gait Among Post-Stroke Patients – A Comparative Pilot Study
Authors
Research Scholar, Faculty of Physiotherapy, Meenakshi Academy of Higher Education and Research (MAHER), Chennai, Tamil Nadu (India)
Former Research Co-ordinator, Meenakshi Academy of Higher Education and Research (MAHER), Chennai, Tamil Nadu | Professor Research, SRM College of Physiotherapy, Faculty of Medicine and Health Sciences, SRM Institute of Science and Technology (SRMIST), Kattankulathur, Tamil Nadu 603203 (India)
Professor and Principal, Nehru College of Physiotherapy, The Tamil Nadu Dr MGR Medical University, Chennai, Tamil Nadu (India)
Professor, Faculty of Physiotherapy, Meenakshi Academy of Higher Education and Research (MAHER), Chennai, Tamil Nadu (India)
Professor and Principal, Faculty of Physiotherapy, Meenakshi Academy of Higher Education and Research (MAHER), Chennai, Tamil Nadu (India)
Article Information
DOI: 10.51244/IJRSI.2026.1306000229
Subject Category: Health Science
Volume/Issue: 13/6 | Page No: 3192-3197
Publication Timeline
Submitted: 2026-06-05
Accepted: 2026-06-10
Published: 2026-07-02
Abstract
Objective: To determine the feasibility and preliminary effectiveness of VR Nintendo Wii Exergaming and BWSTT in improving lower limb voluntary movements, balance, and gait among post-stroke patients.
Methods: A randomized pilot study was conducted among 30 post-stroke patients recruited from a tertiary rehabilitation center. Participants were randomly allocated into three groups: Control Group (Conventional Physiotherapy), Experimental Group I (VR Nintendo Wii Exergaming + Conventional Physiotherapy), and Experimental Group II (BWSTT + Conventional Physiotherapy), with 10 participants in each group. Interventions were administered five days per week for eight weeks. Outcome measures included Fugl-Meyer Assessment–Lower Extremity (FMA-LE), Berg Balance Scale (BBS), and Timed Up and Go Test (TUG). Data were analyzed using repeated measures ANOVA and post hoc comparisons.
Results: Significant improvements were observed in all groups (p<0.05). Experimental Group I demonstrated the greatest improvement in FMA-LE (18.8±2.4 to 29.6±2.7), BBS (29.4±4.8 to 46.3±4.1), and TUG (31.2±5.1 to 18.4±3.6 seconds). BWSTT also showed significant gains, whereas conventional physiotherapy produced comparatively smaller improvements. Between-group analysis revealed statistically significant superiority of VR Nintendo Wii Exergaming over conventional therapy (p<0.01).
Conclusion: The pilot study supports the feasibility and effectiveness of VR Nintendo Wii Exergaming and BWSTT in post-stroke rehabilitation. VR Nintendo Wii Exergaming demonstrated the most favorable outcomes and warrants further investigation in a larger randomized controlled trial.
Keywords
Stroke Rehabilitation, Virtual Reality, Nintendo Wii, Body Weight Supported Treadmill Training, Balance, Gait.
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References
1. Feigin VL, et al. Global burden of stroke. Lancet Neurology. 2023. [Google Scholar] [Crossref]
2. Winstein CJ, et al. Guidelines for Adult Stroke Rehabilitation. Stroke. 2016. [Google Scholar] [Crossref]
3. Laver KE, et al. Virtual reality for stroke rehabilitation. Cochrane Database Syst Rev. 2021. [Google Scholar] [Crossref]
4. Ada L, et al. Treadmill training after stroke. Stroke. 2019. [Google Scholar] [Crossref]
5. Pollock A, et al. Physical rehabilitation approaches after stroke. Cochrane Review. 2020. [Google Scholar] [Crossref]
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