Background: This study aims to show the effect of full immersion virtual reality-based rehabilitation (VR) using commercial gaming software on upper limb motor recovery in chronic ischemic stroke patients with hemiparesis.
Case Presentation: This is a case series study in stroke patients who come for treatment at the Medical Rehabilitation Clinic of Cipto Mangunkusumo General Hospital under University of Indonesia. Patients’ baseline data were examined in the form of Fugl-Meyer Upper Extremity (FM-UE), Chedoke Arm, and Hand Activity Inventory (CAHAI), and Brain Derived Neurotrophic Factor (BDNF) scores. Patients received physical rehabilitation treatment for 3 times a week, 30 minutes per session for 6 weeks using Occulus Quest with Beat Saber and Hand Physics Lab software. Post intervention, FM-UE, CAHAI and BDNF data were collected. The study subjects consisted of 2 men and 3 women with an age range of 45 – 59 years, 4 left hemiparesis and 1 right hemiparesis, Brunnstrom IV – VI. After the intervention was given, there was an increase in all three parameters FM-UE (median difference: 2, min – max: 1 – 19, MCID: 5.25), CAHAI (median difference: 2, min – max: 1-18, MCID: 6 .3), and BDNF (median difference: 16.68, min – max: 9.76 - 46.8).
Conclusion: Full immersion virtual reality-based rehabilitation using commercial gaming software shows a promising positive improvement phenomenon in upper limb motor recovery in chronic ischemic stroke patients after 6 weeks of intervention.