| Literature DB >> 30283377 |
Sílvia Lopes1, Paula Magalhães1, Armanda Pereira1, Juliana Martins1, Carla Magalhães2, Elisa Chaleta3, Pedro Rosário1.
Abstract
The purpose of the present systematic review was to examine extant research regarding the role of games used seriously in interventions with individuals with cerebral palsy. Therefore, PubMed, PsyINFO, Web of Science, Scopus, and IEEE databases were used. Search terms included: "serious games" OR "online games" OR "video games" OR "videogame" OR "game based" OR "game" AND "intervention" AND "cerebral palsy." After the full reading and quality assessment of the papers, 16 studies met the inclusion criteria. The majority of the studies reported high levels of compliance, motivation, and engagement with game-based interventions both at home and at the clinical setting intervention. Regarding the effectiveness of the use of games, the results of the studies show both positive and negative results regarding their effectiveness. The efficacy was reported to motor function (i.e., improvements in the arm function, hand coordination, functional mobility, balance and gait function, postural control, upper-limbs function) and physical activity. Findings of this review suggest that games are used as a complement to conventional therapies and not as a substitute. Practitioners often struggle to get their patients to complete the assigned homework tasks, as patients display low motivation to engage in prescribed exercises. Data of this review indicates the use of games as tools suited to promote patients' engagement in the therapy and potentiate therapeutic gains.Entities:
Keywords: cerebral palsy; rehabilitation; serious games; systematic review; videogames
Year: 2018 PMID: 30283377 PMCID: PMC6156132 DOI: 10.3389/fpsyg.2018.01712
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Summary of the studies included in the systematic review.
| Reference | Design | Sample | Intervention setting | Intervention: Nature of game, frequency, type, and duration | Measures | Outcomes | Quality score |
|---|---|---|---|---|---|---|---|
| Single-group, experimental study | 15 children with CP [9.77 (SD) 1.78 years old] | Clinical setting | AVG | -Anthropometric measurements; | Active video games do elicit muscle activation and energy expenditure. Can be regarded as promoters of physical activity. | 11 | |
| Single-blind RCT | 15 children with CP [9.2 (SD) 2.5 years old] | Home setting | Computer Games | -Activities questionnaire reported by parents | The study failed to observe improvements in the arm function. Game-based training should be regarded as a complement of traditional rehabilitation sessions, particularly with the possibility of including competitive and collaborative play. | 13 | |
| Single-group, experimental study | 17 children with CP [9.43 (SD) 1.51 years old] | Clinical setting | AVG | -Anthropometric (Body mass); | AVGs have potential for neuromuscular reeducation, but are ineffective for building endurance or strength. | 10 | |
| Pilot non-randomized controlled trial | 11 children with CP (range 7–8 years old) | Home setting | AVG | - Postural responses (Computer Assisted Rehabilitation Environment); | Study showed no differences between groups in terms of functional mobility after the 6-week training with AVG. | 11 | |
| Prospective repeated measures | 10 children with CP [12.4 (SD) 1.8 years old] | Clinical setting | Exergames | -Game success; | None singled-out the other in minimizing differences in game success, time above 40% heart rate reserve, and enjoyment as a function of participants’ Gross Motor Function level. | 13 | |
| Randomized cross-over design | 18 children with CP (age range 8-17) | Home setting | AVG | - PRO Balance Master to test balance; | No significant difference was observed between the three testing occasions for any of the balance measures investigated. | 12 | |
| Repeated measures | 20 children with CP [8.7 (SD) 2.8 years old] | Home setting | AVG | -Fugl-Meyer Assessment Scale; | All the subjects yielded improved their game performance during the long-term training. | 10 | |
| Experimental study | 9 adults with CP (age range of 27-57); | Clinical setting | Serious games | - Functional Assessment of Balance; | Significant functional improvement in balance and gait function scores resulting in indicators of greater independence for participating adults. | 10 | |
| Case study | 3 children with CP (age range 7–12) | Research setting | Computer games | -Ankle strength; | Gait function improved substantially in ankle kinematics, speed, and endurance. Overall function (GMFM) indicated improvements that were typical of other ankle strength training programs. Quality of life (PedsQL) increased beyond what would be considered a minimal clinical important difference. | 10 | |
| A prospective evaluation pre-and post-intervention pilot study | 10 patients with CP, | Clinical setting | AVG | - Range of motion and muscle activity; | Statistically significant improvements were found in the following measures: fine motor skills of the hand and hand coordination, level of health-related quality of life, active range of movement in the elbow flexion, in the wrist extension, in the radial deviation, and in the biceps muscle activity. | 10 | |
| Case Study | 4 children with CP [10.8 (SD) 3.6 years old] | Home setting | AVG | -Game Scores; | The study showed changes in terms of motor function for some but not all participants of the study. In terms of other indicators, both the scores in the games and the number of repetitions per participant increased throughout the intervention. | 10 | |
| Repeated measures | 14 children with CP (age range 6–16) | Home setting | AVG | -Physical activity monitors; | Motivation for practice and compliance with training were high. Overall, there was an increase in children’s physical activity during the gaming weeks, translating in an increase in energy expenditure. Time spent as physically active increased. | 10 | |
| A longitudinal, prospective experimental pretest posttest design type with one group | 8 children with CP (range 6-12 years old) | Clinical setting | AVG | -Pediatric Balance Scale; | Improvements in the satisfaction with the therapy, balance and postural control scores, as well as a more homogeneous distribution of weight load between the two lower-limbs. | 10 | |
| Quasi-experimental | 33 participants with CP [28.1 (SD) 5.3 years old] | Rehabilitation setting | AVG | - GestureTek GX single camera-based video capture VR system (GX); | Participants self-reported high enjoyment with the VR games, and this was stable throughout the intervention. Moreover, participants self-report of success was high and perceived as similar across games. | 13 | |
| Explorative clinical trial, with a pre- and post-measurement | 15 children with CP ( | Clinical setting | AVG | - Melbourne assessment of unilateral upper limb function. | The study obtained mixed results. Particularly, although no changes in the upper-limb function were observed after the intervention, except for more affected children who revealed some improvements, the activities of daily living were more easily performed as rated by the participants’ caregivers. | 10 | |
| Pilot study employed a pre-test, post-test experimental | 6 male children with CP (range = 1–12 years old) | Home setting | AVG | - Melbourne Assessment of Unilateral Upper Limb Function-2 (Melbourne-2); | The results showed that participants in the Wii group had a higher compliance rate with the prescribed training than the participants in the resistance group. | 12 |