Literature DB >> 31003657

Effects of virtual reality in body oscillation and motor performance of children with cerebral palsy: A preliminary randomized controlled clinical trial.

Joice Luiza Bruno Arnoni1, Silvia Leticia Pavão2, Fernanda Pereira Dos Santos Silva2, Nelci Adriana Cicuto Ferreira Rocha2.   

Abstract

BACKGROUND AND
PURPOSE: Virtual reality is an adjuvant technique to rehabilitation of children with cerebral palsy (CP). It has been gaining prominence in this field because of its accessibility and great levels of motivation it promotes in treatment. However, there is a lack of studies addressing the effects of virtual reality-based therapy on activity levels regarding postural stability, especially considering the level of evidence presented by studies addressing this issue. Therefore, we aim to evaluate the effects of intervention in body sway and gross motor function of children with CP using an active video game.
MATERIALS AND METHODS: In this blind randomized controlled trial, fifteen children with CP, Gross Motor Function Classification System (GMFCS) I-II, regularly attending conventional physical therapy programs, were randomly assigned to an intervention (IG:n = 7) or to a control group (CG:n = 8). In both groups, children remained attending conventional therapy. In addition, IG underwent intervention using an active video game twice a week for 45 min and eight weeks. Standing body sway was assessed using a force plate, and Gross Motor Function Measure (GMFM) dimensions D (Standing) and E (Walking, Running and Jumping) were tested.
RESULTS: Following the virtual reality-based intervention, the IG only showed significant improvements in the GMFM dimensions D (p = 0.021) and E (p = 0.008). Improvements were clinically significant (D = 10.8%; E = 14.0%). For the CG, no variable analyzed showed differences after eight weeks.
CONCLUSIONS: Intervention using an active video game is a promising tool that can improve the gross motor function of children with CP, GMFCS I-II.
Copyright © 2019. Published by Elsevier Ltd.

Entities:  

Keywords:  Active video game; Cerebral palsy; Intervention; Rehabilitation; Virtual reality

Mesh:

Year:  2019        PMID: 31003657     DOI: 10.1016/j.ctcp.2019.02.014

Source DB:  PubMed          Journal:  Complement Ther Clin Pract        ISSN: 1744-3881            Impact factor:   2.446


  8 in total

1.  Effects of group-activity intervention with multisensory storytelling on gross motor function and activity participation in children with cerebral palsy.

Authors:  Eun-Jung Lee; Hae-Yeon Kwon
Journal:  J Exerc Rehabil       Date:  2022-04-26

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.  Serious Game Platform as a Possibility for Home-Based Telerehabilitation for Individuals With Cerebral Palsy During COVID-19 Quarantine - A Cross-Sectional Pilot Study.

Authors:  Talita Dias da Silva; Paula Lumy da Silva; Elisa de Jesus Valenzuela; Eduardo Dati Dias; Amanda Orasmo Simcsik; Mariana Giovanelli de Carvalho; Anne Michelli Gomes Gonçalves Fontes; Camila Aparecida de Oliveira Alberissi; Luciano Vieira de Araújo; Murilo Vinícius da Costa Brandão; Helen Dawes; Carlos Bandeira de Mello Monteiro
Journal:  Front Psychol       Date:  2021-02-02

Review 4.  Upper Limb Movement Measurement Systems for Cerebral Palsy: A Systematic Literature Review.

Authors:  Celia Francisco-Martínez; Juan Prado-Olivarez; José A Padilla-Medina; Javier Díaz-Carmona; Francisco J Pérez-Pinal; Alejandro I Barranco-Gutiérrez; Juan J Martínez-Nolasco
Journal:  Sensors (Basel)       Date:  2021-11-26       Impact factor: 3.576

5.  Game-Based Dual-Task Exercise Program for Children with Cerebral Palsy: Blending Balance, Visuomotor and Cognitive Training: Feasibility Randomized Control Trial.

Authors:  Tony Szturm; Sanjay Tejraj Parmar; Kavisha Mehta; Deepthi R Shetty; Anuprita Kanitkar; Rasit Eskicioglu; Neha Gaonkar
Journal:  Sensors (Basel)       Date:  2022-01-19       Impact factor: 3.576

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.  Virtual Reality as a Portable Alternative to Chromotherapy Rooms for Stress Relief: A Preliminary Study.

Authors:  Miguel A Vaquero-Blasco; Eduardo Perez-Valero; Miguel Angel Lopez-Gordo; Christian Morillas
Journal:  Sensors (Basel)       Date:  2020-10-30       Impact factor: 3.576

  8 in total

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