Literature DB >> 24761324

Feasibility of Computer-Based Videogame Therapy for Children with Cerebral Palsy.

Sandra Radtka1, Robert Hone2, Charles Brown2, Judy Mastick3, Marsha E Melnick1, Glenna A Dowling3.   

Abstract

OBJECTIVES: Standing and gait balance problems are common in children with cerebral palsy (CP), resulting in falls and injuries. Task-oriented exercises to strengthen and stretch muscles that shift the center of mass and change the base of support are effective in improving balance. Gaming environments can be challenging and fun, encouraging children to engage in exercises at home. The aims of this project were to demonstrate the technical feasibility, ease of use, appeal, and safety of a computer-based videogame program designed to improve balance in children with CP.
MATERIALS AND METHODS: This study represents a close collaboration between computer design and clinical team members. The first two phases were performed in the laboratory, and the final phase was done in subjects' homes. The prototype balance game was developed using computer-based real-time three-dimensional programming that enabled the team to capture engineering data necessary to tune the system. Videogame modifications, including identifying compensatory movements, were made in an iterative fashion based on feedback from subjects and observations of clinical and software team members.
RESULTS: Subjects (n=14) scored the game 21.5 out of 30 for ease of use and appeal, 4.0 out of 5 for enjoyment, and 3.5 on comprehension. There were no safety issues, and the games performed without technical flaws in final testing.
CONCLUSIONS: A computer-based videogame incorporating therapeutic movements to improve gait and balance in children with CP was appealing and feasible for home use. A follow-up study examining its effectiveness in improving balance in children with CP is recommended.

Entities:  

Year:  2013        PMID: 24761324      PMCID: PMC3833678          DOI: 10.1089/g4h.2012.0071

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  27 in total

1.  Home-based balance training programme using Wii Fit with balance board for Parkinsons's disease: a pilot study.

Authors:  Jean-Francois Esculier; Joanie Vaudrin; Patrick Bériault; Karine Gagnon; Louis E Tremblay
Journal:  J Rehabil Med       Date:  2012-02       Impact factor: 2.912

2.  Exploring children's movement characteristics during virtual reality video game play.

Authors:  Danielle Levac; Michael R Pierrynowski; Melissa Canestraro; Lindsay Gurr; Laurean Leonard; Christyann Neeley
Journal:  Hum Mov Sci       Date:  2010-08-17       Impact factor: 2.161

3.  The influence of virtual reality play on children's motivation.

Authors:  Kristen Harris; Denise Reid
Journal:  Can J Occup Ther       Date:  2005-02       Impact factor: 1.614

4.  An intensive virtual reality program improves functional balance and mobility of adolescents with cerebral palsy.

Authors:  Marie Brien; Heidi Sveistrup
Journal:  Pediatr Phys Ther       Date:  2011       Impact factor: 3.049

5.  Using motion interactive games to promote physical activity and enhance motor performance in children with cerebral palsy.

Authors:  Marlene Sandlund; Eva Lindh Waterworth; Charlotte Häger
Journal:  Dev Neurorehabil       Date:  2011       Impact factor: 2.308

6.  Virtual reality-based post-stroke hand rehabilitation.

Authors:  R Boian; A Sharma; C Han; A Merians; G Burdea; S Adamovich; M Recce; M Tremaine; H Poizner
Journal:  Stud Health Technol Inform       Date:  2002

7.  Muscle force and range of motion as predictors of standing balance in children with cerebral palsy.

Authors:  Linda Pax Lowes; Sarah L Westcott; Robert J Palisano; Susan K Effgen; Margo N Orlin
Journal:  Phys Occup Ther Pediatr       Date:  2004       Impact factor: 2.360

8.  The capacity to adapt to changing balance threats: a comparison of children with cerebral palsy and typically developing children.

Authors:  P A Burtner; M H Woollacott; G L Craft; M N Roncesvalles
Journal:  Dev Neurorehabil       Date:  2007 Jul-Sep       Impact factor: 2.308

Review 9.  Postural dysfunction during standing and walking in children with cerebral palsy: what are the underlying problems and what new therapies might improve balance?

Authors:  Marjorie Hines Woollacott; Anne Shumway-Cook
Journal:  Neural Plast       Date:  2005       Impact factor: 3.599

10.  Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy.

Authors:  Judith E Deutsch; Megan Borbely; Jenny Filler; Karen Huhn; Phyllis Guarrera-Bowlby
Journal:  Phys Ther       Date:  2008-08-08
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  2 in total

1.  Using health games for rehabilitation of patients with infantile cerebral palsy.

Authors:  Wan-Chen Lee; Miriam C Reyes-Fernández; Rubén Posada-Gómez; Ulises Juárez-Martínez; Albino Martínez-Sibaja; Giner Alor-Hernández
Journal:  J Phys Ther Sci       Date:  2016-08-31

2.  Balance and mobility training at home using Wii Fit in children with cerebral palsy: a feasibility study.

Authors:  Hsiu-Ching Chiu; Louise Ada; Shin-Da Lee
Journal:  BMJ Open       Date:  2018-05-15       Impact factor: 2.692

  2 in total

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