From: Vestibular rehabilitation potential of commercially available virtual reality video games
Subscale | VRXR (A) versus DVR (B) | VRXR (A) versus VRTR (C) | VRXR (A) versus VRWBR (D) | DVR (B) versus VRTR (C) | DVR (B) versus VRWBR (D) | VRTR (C) versus VRWBR (D) |
---|---|---|---|---|---|---|
Replicates gaze stabilization exercises | A > B = 4 | C < A = 5 | A > D = 3 | C < B = 10 | D < B = 8 | D < C = 4 |
A < B = 12 | C > A = 9 | A < D = 17 | C > B = 6 | D > B = 10 | D > C = 11 | |
Tie = 24 | Tie = 26 | Tie = 20 | Tie = 24 | Tie = 22 | Tie = 25 | |
p = 0.077 | p = 0.424 | p = 0.003 | p = 0.454 | p = 0.815 | p = 0.118 | |
Replicates habituation exercises | A > B = 9 | C < A = 3 | A > D = 9 | C < B = 1 | D < B = 4 | D < C = 16 |
A < B = 2 | C > A = 15 | A < D = 6 | C > B = 19 | D > B = 7 | D > C = 3 | |
Tie = 29 | Tie = 22 | Tie = 25 | Tie = 20 | Tie = 29 | Tie = 21 | |
p = 0.065 | p = 0.008 | p = 0.607 | p = < 0.001* | p = 0.549 | p = 0.004 | |
Effective adjunctive therapy | A > B = 10 | C < A = 7 | A > D = 6 | C < B = 4 | D < B = 5 | D < C = 6 |
A < B = 7 | C > A = 16 | A < D = 13 | C > B = 13 | D > B = 12 | D > C = 4 | |
Tie = 23 | Tie = 17 | Tie = 21 | Tie = 23 | Tie = 23 | Tie = 30 | |
p = 0.629 | p = 0.093 | p = 0.167 | p = 0.049 | p = 0.143 | p = 0.754 | |
Replicates exercises prescribed by PT | A > B = 5 | C < A = 6 | A > D = 3 | C < B = 11 | D < B = 7 | D < C = 6 |
A < B = 15 | C > A = 19 | A < D = 22 | C > B = 14 | D > B = 14 | D > C = 9 | |
Tie = 20 | Tie = 15 | Tie = 15 | Tie = 15 | Tie = 19 | Tie = 25 | |
p = 0.041 | p = 0.015 | p = < 0.001* | p = 0.690 | p = 0.189 | p = 0.607 | |
Would recommend to patient | – | – | – | – | – | – |