Research Article

A Mixed Methods Small Pilot Study to Describe the Effects of Upper Limb Training Using a Virtual Reality Gaming System in People with Chronic Stroke

Table 2

Median changes after completion of the intervention.

ParameterFinal values (range)Median change from baseline (range)Within group valueFinal values (range)Median change from baseline (range)Within group valueBetween group value
GroupYouGrabberGym

MAL Amt1.65 (0.4–4.6) (0.2–1.25)0.031.4 (0.1–4.1)0.13 (−0.23–3.1)0.170.13
MAL HW1.75 (0.47–3.3) (0.27–0.35)0.031.6 (0.1–3.1)0.09 (0.46–2.17)0.350.09
Box and block22.5 (6–75)3 (−3–26)0.2523.5 (2–49)0.5 (−5–7)0.60.49
FSS4.1 (1.34–5.9) (0.3–2.78)0.034.7 (2.9–6.3)0.75 (−0.77–2.7)0.290.59

denotes a significant difference within groups; the value denotes within group significance level. MAL: motor activity log, AMT: amount completed; how much they used their upper limb; a higher score indicates greater use, HW: how well; how well they perceived they used their upper limb; a higher score indicates greater use, and box and block: how many blocks moved in 60 seconds with affected arm. FSS: fatigue severity scale; a positive score indicates increased fatigue.