Literature DB >> 27705006

Effects of Nintendo Wii Training on Occupational Performance, Balance, and Daily Living Activities in Children with Spastic Hemiplegic Cerebral Palsy: A Single-Blind and Randomized Trial.

Songül Atasavun Uysal1, Gül Baltaci2.   

Abstract

OBJECTIVE: This study aimed at assessing how the addition of Nintendo Wii™ (NW) system to the traditional therapy influences occupational performance, balance, and daily living activities in children with spastic hemiplegic Cerebral Palsy (CP).
MATERIALS AND METHODS: The present study is a single-blind and randomized trial involving 24 children aged 6-14 years, classified as level I or II on the Gross Motor Function Classification System. The children were allocated into two groups: an intervention and a control group, and their families participated in the study. The activity performance analysis of the children was undertaken by using the Canadian Occupational Performance Measure (COPM), functional balance was measured with the Pediatric Balance Scale (PBS), and activities of daily living were assessed with Pediatric Evaluation of Disability Inventory (PEDI). Twenty-four children with CP were randomly divided into two groups: intervention (n = 12) and control group (n = 12). All children in both groups continued their traditional physiotherapy program twice a week, 45 minutes per session, whereas the participants in the intervention group, additionally, were trained with NW, two other days of the week for 12 weeks, with each session lasting for 30 minutes.
RESULTS: Self-care, mobility, PEDI total, PBS, and performance of COPM scores increased in the NW group after intervention. Self-care, mobility, and total PEDI increased in the control group as well. However, there was no statistically significant difference found between the groups, except for PBS (P < 0.05).
CONCLUSIONS: NW contributed to the implementation of occupational performance, daily living activities, and functional balance. We recommend that NW could be used in the rehabilitation program to engage play-based activities with fun.

Entities:  

Year:  2016        PMID: 27705006     DOI: 10.1089/g4h.2015.0102

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


  11 in total

Review 1.  Combining balance-training interventions with other active interventions may enhance effects on postural control in children and adolescents with cerebral palsy: a systematic review and meta-analysis.

Authors:  Priscila Albuquerque de Araújo; Juliana Maria Pimenta Starling; Vinícius Cunha Oliveira; Ana Paula Bensemann Gontijo; Marisa Cotta Mancini
Journal:  Braz J Phys Ther       Date:  2019-05-03       Impact factor: 3.377

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

3.  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

4.  Impact of an Intervention with Wii Video Games on the Autonomy of Activities of Daily Living and Psychological-Cognitive Components in the Institutionalized Elderly.

Authors:  Maha Jahouh; Jerónimo J González-Bernal; Josefa González-Santos; Diego Fernández-Lázaro; Raúl Soto-Cámara; Juan Mielgo-Ayuso
Journal:  Int J Environ Res Public Health       Date:  2021-02-07       Impact factor: 3.390

Review 5.  Virtual Reality-Based Intervention for Enhancing Upper Extremity Function in Children With Hemiplegic Cerebral Palsy: A Literature Review.

Authors:  Chanan Goyal; Vishnu Vardhan; Waqar Naqvi
Journal:  Cureus       Date:  2022-01-28

6.  Haptic Feedback-Based Virtual Reality Intervention for a Child With Infantile Hemiplegia: A Case Report.

Authors:  Chanan Goyal; Vishnu Vardhan; Waqar M Naqvi
Journal:  Cureus       Date:  2022-03-25

7.  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

8.  Effect of virtual reality and haptic feedback on upper extremity function and functional independence in children with hemiplegic cerebral palsy: a research protocol.

Authors:  Chanan Goyal; Vishnu Vardhan; Waqar Naqvi; Sakshi Arora
Journal:  Pan Afr Med J       Date:  2022-02-22

9.  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

10.  SPORTS STARS study protocol: a randomised, controlled trial of the effectiveness of a physiotherapist-led modified sport intervention for ambulant school-aged children with cerebral palsy.

Authors:  Georgina L Clutterbuck; Megan L Auld; Leanne M Johnston
Journal:  BMC Pediatr       Date:  2018-08-02       Impact factor: 2.125

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