Literature DB >> 26858013

Effects of Nintendo Wii-Fit® video games on balance in children with mild cerebral palsy.

Devrim Tarakci1, Burcu Ersoz Huseyinsinoglu2, Ela Tarakci2, Arzu Razak Ozdincler2.   

Abstract

BACKGROUND: This study compared the effects of Nintendo Wii-Fit® balance-based video games and conventional balance training in children with mild cerebral palsy (CP).
METHODS: This randomized controlled trial involved 30 ambulatory pediatric patients (aged 5-18 years) with CP. Participants were randomized to either conventional balance training (control group) or to Wii-Fit balance-based video games training (Wii group). Both group received neuro-developmental treatment (NDT) during 24 sessions. In addition, while the control group received conventional balance training in each session, the Wii group played Nintendo Wii Fit games such as ski slalom, tightrope walk and soccer heading on balance board. Primary outcomes were Functional Reach Test (forward and sideways), Sit-to-Stand Test and Timed Get up and Go Test. Nintendo Wii Fit balance, age and game scores, 10 m walk test, 10-step climbing test and Wee-Functional Independence Measure (Wee FIM) were secondary outcomes.
RESULTS: After the treatment, changes in balance scores and independence level in activities of daily living were significant (P < 0.05) in both groups. Statistically significant improvements were found in the Wii-based game group compared with the control group in all balance tests and total Wee FIM score (P < 0.05).
CONCLUSION: Wii-fit balance-based video games are better at improving both static and performance-related balance parameters when combined with NDT treatment in children with mild CP.
© 2016 Japan Pediatric Society.

Entities:  

Keywords:  cerebral palsy; mobility; postural control; video game; virtual reality therapy

Mesh:

Year:  2016        PMID: 26858013     DOI: 10.1111/ped.12942

Source DB:  PubMed          Journal:  Pediatr Int        ISSN: 1328-8067            Impact factor:   1.524


  14 in total

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7.  The use of a task through virtual reality in cerebral palsy using two different interaction devices (concrete and abstract) - a cross-sectional randomized study.

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

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Review 9.  Gaming Technology for Pediatric Neurorehabilitation: A Systematic Review.

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

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