Literature DB >> 26180367

Effects of interactive games on motor performance in children with spastic cerebral palsy.

Amer A AlSaif1, Samira Alsenany2.   

Abstract

[Purpose] Motor control and muscle strength impairments are the prime reasons for motor behavior disorders in children with spastic cerebral palsy. These impairments lead to histological changes in muscle growth and the learning of motor skills. Therefore, such children experience reduced muscle force generation and decreased muscle flexibility. We investigated the effect of training with Nintendo Wii Fit games on motor performance in children with spastic cerebral palsy.
[Subjects and Methods] Forty children with cerebral palsy spastic diplegia aged 6-10 years diagnosed with level-3 functional capabilities according to the Gross Motor Classification System (GMFCS) were enrolled. Participants were divided randomly into equal groups: group (A) that practiced with the Nintendo Wii Fit game for at least 20 minutes/day for 12 weeks and group (B) that underwent no training (control group). The Movement Assessment Battery for Children-2 (mABC-2) was used to assess motor performance, because it mainly involves motor tasks very similar to those involved in playing Nintendo Wii Fit games, e.g., goal-directed arm movements, balancing, and jumping.
[Results] There were significant improvements in the subscales of the motor performance test of those who practiced with the Nintendo Wii, while the control group showed no significant changes.
[Conclusion] Using motion interactive games in home rehabilitation is feasible for children with cerebral palsy.

Entities:  

Keywords:  Games; Motor; Pediatrics

Year:  2015        PMID: 26180367      PMCID: PMC4500030          DOI: 10.1589/jpts.27.2001

Source DB:  PubMed          Journal:  J Phys Ther Sci        ISSN: 0915-5287


INTRODUCTION

Cerebral palsy (CP) is a non-progressive developmental movement and posture disorder that occurs during fetal or infant development1). It is the most common physical developmental disability in childhood and encompasses a group of disorders of the development of movement and posture that cause activity limitations. These are attributed to non-progressive disturbances that occur in the developing infant brains2, 3). The impairment in CP, including secondary impairments such as spasticity, muscle contracture, bone deformity, muscle weakness, and coordination disorders, is multifactorial and primarily affects the lower extremities, such as deficits in walking ability4, 5). The varying levels of impairment affecting children with CP can be described according to the Gross Motor Classification System (GMFCS)6). Physical inactivity in children with CP increases the risks of secondary problems such as pain, depression, social isolation, fatigue, pressure sores, and mobility limitations. Children with CP suffer from motor and cognitive disabilities, which usually require a long-term, multifaceted, and multidisciplinary approach7). Children with CP also tend to have lower endurance, muscular strength, and cardiorespiratory fitness than the general population8). The consequences of chronic muscle imbalance and the resultant deformities can cause increasing disability with age9). One of the most significant problems faced by children with CP is defective postural control. Maintaining postural control, which is required to perform activities of daily living, is often a major challenge for children with CP. Active videogames such as those on the Nintendo Wii system may allow children with CP to perform many types of activities that are less affected by environmental barriers, which limit accessibility. Such videogames allow children with CP to perform self-directed, on-demand, and affordable physical activity10). The growing popularity of interactive gaming in healthcare is partially due to the belief that the fun and competitive aspects of videogames can direct a patient’s focus away from the repetitive and mundane nature of rehabilitation exercises11). Some studies have evaluated interactive videogames, especially Wii Fit games, in different neurological diseases12). However, no trials have demonstrated the benefits of Wii-based training for patients with CP13). Nintendo Wii interactive games provide children with CP many health-related benefits such as improved postural control, mobility, postural stability, functional independence, and self-esteem14). Therefore, this study determined the effects of interactive play with Nintendo Wii Fit games on motor performance in children with spastic CP.

SUBJECTS AND METHODS

Forty children diagnosed with CP spastic diplegia, their age ranged from 6–10 years old, with a matching functional capability of level 3 on the GMFCS, lower-limb muscle power no less than grade 4 according to the manual muscle test, and no fixed contractures in the lower limbs were recruited from the Pediatric Physical Therapy Department, King Abdulaziz University Hospital. Children with severe hearing loss, marked visual impairment, epilepsy, or autism were excluded. The patients were randomly divided into two study groups: group A played the Nintendo Wii Fit game for 20 minutes/day for 12 weeks, while group B did not (control group). This study was approved by the Faculty of Applied Medical Sciences Scientific Research Ethics Committee at King Abdulaziz University hospital, and informed consent was obtained from the parents or guardians of all children prior to participation. Each child in group A was provided a Nintendo Wii Fit, which includes about 20 games, for use at home over a 12-week period. Measures reported in the present study, interviews with the parents/guardians about the families Measures rep with the intervention, and kinematic measurements of goal-directed arm movements were performed and will be presented in parallel papers. The Movement Assessment Battery for Children-2 (mABC-2) was used to assess motor performance, because it mainly involves motor tasks very similar to those involved in playing Nintendo Wii Fit games, e.g., goal-directed arm movements, balancing, and jumping. This test is a new version of the mABC and was developed to be more appropriate for research. The mABC-2 targets children aged 3–16 years with coordination disorders and scores movement quality on the basis of 8 items included in 3 tests of manual dexterity, balance, and catching and aiming. The original mABC test was demonstrated to be both valid and reliable for assessing motor performance15). Upper-limb coordination was assessed by subtest 5:6 (touching a swinging ball) from the Bruininks-Oseretsky Test of Motor Proficiency (BOTMP). Finally, the one-minute walk test, the validity of which has been established, was performed to assess the general motor function of children with CP16). The mean values of the investigated parameters were determined at the beginning and end of the study in both groups and compared by paired Student’s t-tests. Meanwhile, comparisons between groups will be made using unpaired t-tests.

RESULTS

The present study evaluated the motor performance in response to training with Nintendo Wii Fit games in children with spastic CP. All children were able to practice the motion interactive games and were generally capable of handling the technology and setting up the gaming system. The motor performance scores of group A before and after the intervention are shown in Table 1. The total mABC-2 test score increased significantly after the intervention. Furthermore, subtest scores, included manual dexterity, aiming and catching, balance, one-minute walk test, and BOTMP 5:6 showed significant improvements. Meanwhile, there were no significant changes in any parameter in group B (Tables 2 and 3). Furthermore, the differences in parameters between groups at the end of the study were significant.
Table 1.

Motor performance test variables before and after Nintendo training of group(A) (Unit: LogS)

TestPrePost
mABC-2 total test score38.3 ± 5.4244.1 ± 5.21
Manual dexterity10.4 ± 2.3217.3 ± 1.25
Aiming & catching12.5 ± 2.9115.9 ± 3.18
Balance12.1 ± 3.1216.1 ± 3.10
BOTMP 5:62.23 ± 0.473.78 ± 0.39
1-minute walk test90.1 ± 7.2198.8 ± 6.75

Data are mean ± SD. BOTMP 5:6: Bruininks-Oseretsky Test of Motor Proficiency subtest 5:6 (i.e., touching a swinging ball); mABC-2: Movement Assessment Battery for Children-2

Table 2.

Motor performance test variables in group B (control group) (Unit: LogS)

TestPrePost
mABC-2 total test score38.9 ± 5.2739.1 ± 5.16
Manual dexterity11.1 ± 2.4411.3 ± 2.42
Aiming & catching12.8 ± 3.1513.1 ± 3.11
Balance12.5 ± 3.6212.7 ± 3.74
BOTMP 5:62.82 ± 0.513.12 ± 0.66
1-minute walk test91.1 ± 6.9391.8 ± 6.82

Data are mean ± SD. BOTMP 5:6: Bruininks-Oseretsky Test of Motor Proficiency subtest 5:6 (i.e., touching a swinging ball); mABC-2: Movement Assessment Battery for Children-2

Table 3.

Motor performance parameters after the 12-week study period (Unit: LogS)

TestGroup AGroup B
mABC-2 total test score44.1± 5.2139.1 ± 5.16
Manual dexterity17.3 ± 1.2511.3 ± 2.42
Aiming & catching15.9 ± 3.1813.1 ± 3.11
Balance16.1 ± 3.1012.7 ± 3.74
BOTMP 5:63.78 ± 0.393.12 ± 0.66
1-minute walk test98.8 ± 6.7591.8 ± 6.82

Data are mean ± SD. BOTMP 5:6: Bruininks-Oseretsky Test of Motor Proficiency subtest 5:6 (i.e., touching a swinging ball); mABC-2: Movement Assessment Battery for Children-2

Data are mean ± SD. BOTMP 5:6: Bruininks-Oseretsky Test of Motor Proficiency subtest 5:6 (i.e., touching a swinging ball); mABC-2: Movement Assessment Battery for Children-2 Data are mean ± SD. BOTMP 5:6: Bruininks-Oseretsky Test of Motor Proficiency subtest 5:6 (i.e., touching a swinging ball); mABC-2: Movement Assessment Battery for Children-2 Data are mean ± SD. BOTMP 5:6: Bruininks-Oseretsky Test of Motor Proficiency subtest 5:6 (i.e., touching a swinging ball); mABC-2: Movement Assessment Battery for Children-2

DISCUSSION

Children with CP are physically less active than normal children17). Accordingly, children with CP, who already have additional challenges, should be urged to perform more physical activity18). Playing motion interactive videogames can be more physically demanding than traditional sedentary games19). However, the extent of improvement in daily physical activity motion among physically disabled children due to interactive videogames remains unclear owing to a lack of research; furthermore, most existing studies are limited in size and do not provide strong evidence20). Two controlled studies and a few uncontrolled reports show positive results of motion interactive videogames on movement control21). A few small studies also demonstrate motion interactive videogames can be useful for enhancing children be useful disposition, motivation to practice, and self-esteem22). In the present study, the standing domains of gross motor function increased significantly after the intervention. This can be attributed to the regular physical activities performed by the children during the 12-week period, which is concordant with a study indicating virtual reality games such as the Nintendo Wii system improve arm and hand movements in children with CP23). The impairment in CP, including secondary impairments such as spasticity, muscle contracture, bone deformity, muscle weakness, and coordination disorders, is multifactorial and primarily affects the lower extremities, such as deficits in walking ability24). Moreover, one study demonstrates children with CP who play interactive videogames for 3 weeks show improvements in balance and motor performance25). Children with CP may have impaired postural balance, which contributes to gait abnormalities26, 27). Furthermore, loaded sit-to-stand exercises improve basic motor abilities, functional muscle strength, and walking efficiency28,29,30). In conclusion, Nintendo Wii Fit games improve the motor performance of children with spastic CP, warranting further study.
  27 in total

Review 1.  Why and how are posture and movement coordinated?

Authors:  Jean Massion; Alexei Alexandrov; Alexander Frolov
Journal:  Prog Brain Res       Date:  2004       Impact factor: 2.453

2.  Reliability and concurrent validity of the movement assessment battery for children.

Authors:  R V Croce; M Horvat; E McCarthy
Journal:  Percept Mot Skills       Date:  2001-08

3.  Benefits of a virtual play rehabilitation environment for children with cerebral palsy on perceptions of self-efficacy: a pilot study.

Authors:  Denise T Reid
Journal:  Pediatr Rehabil       Date:  2002 Jul-Sep

Review 4.  Treatment of neuromuscular and musculoskeletal problems in cerebral palsy.

Authors:  M E Gormley
Journal:  Pediatr Rehabil       Date:  2001 Jan-Mar

5.  Validity of a 1 minute walk test for children with cerebral palsy.

Authors:  Brona C McDowell; Claire Kerr; Jackie Parkes; Aidan Cosgrove
Journal:  Dev Med Child Neurol       Date:  2005-11       Impact factor: 5.449

6.  Effect of interactive metronome training on children with ADHD.

Authors:  R J Shaffer; L E Jacokes; J F Cassily; S I Greenspan; R F Tuchman; P J Stemmer
Journal:  Am J Occup Ther       Date:  2001 Mar-Apr

Review 7.  Activity, activity, activity: rethinking our physical therapy approach to cerebral palsy.

Authors:  Diane L Damiano
Journal:  Phys Ther       Date:  2006-11

Review 8.  Proposed definition and classification of cerebral palsy, April 2005.

Authors:  Martin Bax; Murray Goldstein; Peter Rosenbaum; Alan Leviton; Nigel Paneth; Bernard Dan; Bo Jacobsson; Diane Damiano
Journal:  Dev Med Child Neurol       Date:  2005-08       Impact factor: 5.449

9.  Postural control during reaching in preterm children with cerebral palsy.

Authors:  Jolanda C van der Heide; Co Begeer; Johanna M Fock; Bert Otten; Elisabeth Stremmelaar; Leo A van Eykern; Mijna Hadders-Algra
Journal:  Dev Med Child Neurol       Date:  2004-04       Impact factor: 5.449

10.  Improvements in muscle symmetry in children with cerebral palsy after equine-assisted therapy (hippotherapy).

Authors:  William Benda; Nancy H McGibbon; Kathryn L Grant
Journal:  J Altern Complement Med       Date:  2003-12       Impact factor: 2.579

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  11 in total

Review 1.  Exercise interventions for cerebral palsy.

Authors:  Jennifer M Ryan; Elizabeth E Cassidy; Stephen G Noorduyn; Neil E O'Connell
Journal:  Cochrane Database Syst Rev       Date:  2017-06-11

Review 2.  Effectiveness of virtual reality in children and young adults with cerebral palsy: a systematic review of randomized controlled trial.

Authors:  Junior Vitorino Fandim; Bruno Tirotti Saragiotto; Gustavo José Martiniano Porfírio; Renato Figueiredo Santana
Journal:  Braz J Phys Ther       Date:  2020-12-05       Impact factor: 3.377

Review 3.  The Effect of Virtual Reality Games on the Gross Motor Skills of Children with Cerebral Palsy: A Meta-Analysis of Randomized Controlled Trials.

Authors:  Zhanbing Ren; Jinlong Wu
Journal:  Int J Environ Res Public Health       Date:  2019-10-14       Impact factor: 3.390

4.  Interventions to improve upper limb function for children with bilateral cerebral palsy: a systematic review.

Authors:  Véronique F P Plasschaert; Johanna E Vriezekolk; Pauline B M Aarts; Alexander C H Geurts; Cornelia H M Van den Ende
Journal:  Dev Med Child Neurol       Date:  2019-01-10       Impact factor: 5.449

5.  The Rehabilitative Effects of Virtual Reality Games on Balance Performance among Children with Cerebral Palsy: A Meta-Analysis of Randomized Controlled Trials.

Authors:  Jinlong Wu; Paul D Loprinzi; Zhanbing Ren
Journal:  Int J Environ Res Public Health       Date:  2019-10-28       Impact factor: 3.390

6.  Effect of Virtual Reality on Balance Function in Children With Cerebral Palsy: A Systematic Review and Meta-analysis.

Authors:  Wei Liu; Yuanyan Hu; Junfeng Li; Jindong Chang
Journal:  Front Public Health       Date:  2022-04-25

7.  Are active video games useful in the development of gross motor skills among non-typically developing children? A meta-analysis.

Authors:  Sen Li; Yang Song; Zhidong Cai; Qingwen Zhang
Journal:  BMC Sports Sci Med Rehabil       Date:  2022-07-23

8.  Screening preschool children for fine motor skills: environmental influence.

Authors:  Nilay Comuk-Balci; Birgul Bayoglu; Agah Tekindal; Mintaze Kerem-Gunel; Banu Anlar
Journal:  J Phys Ther Sci       Date:  2016-03-31

9.  Efficacy of neurodevelopmental treatment combined with the Nintendo(®) Wii in patients with cerebral palsy.

Authors:  Gönül Acar; Gamze Polen Altun; SaadetUfuk Yurdalan; Mine Gülden Polat
Journal:  J Phys Ther Sci       Date:  2016-03-31

10.  Effectiveness of a Nintendo Wii balance board exercise programme on standing balance of children with cerebral palsy: A randomised clinical trial protocol.

Authors:  Valeska Gatica-Rojas; Ricardo Cartes-Velásquez; Eduardo Guzmán-Muñoz; Guillermo Méndez-Rebolledo; Alex Soto-Poblete; Ana Carolina Pacheco-Espinoza; Carlos Amigo-Mendoza; M Eliana Albornoz-Verdugo; Edith Elgueta-Cancino
Journal:  Contemp Clin Trials Commun       Date:  2017-02-21
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