Literature DB >> 33633648

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

Talita Dias da Silva1,2,3, Paula Lumy da Silva4,5, Elisa de Jesus Valenzuela5, Eduardo Dati Dias2, Amanda Orasmo Simcsik2, Mariana Giovanelli de Carvalho1,2, Anne Michelli Gomes Gonçalves Fontes5, Camila Aparecida de Oliveira Alberissi2, Luciano Vieira de Araújo2, Murilo Vinícius da Costa Brandão2, Helen Dawes6,7, Carlos Bandeira de Mello Monteiro2,5.   

Abstract

INTRODUCTION: There is a need to maintain rehabilitation activities and motivate movement and physical activity during quarantine in individuals with Cerebral Palsy (CP).
OBJECTIVE: This paper sets out to evaluate the feasibility and potential benefits of using computer serious game in a non-immersive virtual reality (VR) implemented and evaluated completely remotely in participants with CP for Home-Based Telerehabilitation during the quarantine period for COVID-19.
METHODS: Using a cross-sectional design, a total of 44 individuals participated in this study between March and June 2020, 22 of which had CP (14 males and 8 females, mean age = 19 years, ranging between 11 and 28 years) and 22 typically developing individuals, matched by age and sex to the individuals with CP. Participants practiced a coincident timing game1 and we measured movement performance and physical activity intensity using the rating of perceived exertion Borg scale.
RESULTS: All participants were able to engage with the VR therapy remotely, reported enjoying sessions, and improved performance in some practice moments. The most important result in this cross-sectional study was the significant increasing in rating of perceived exertion (through Borg scale) in both groups during practice and with CP presenting a higher rating of perceived exertion.
CONCLUSION: Children with CP enjoyed participating, were able to perform at the same level as their peers on certain activities and increased both their performance and physical activity intensity when using the game, supporting the use of serious games for this group for home therapy and interactive games. CLINICAL TRIALS REGISTRATION: https://Clinicaltrials.gov, NCT04402034. Registered on May 20, 2020.
Copyright © 2021 Silva, Silva, Valenzuela, Dias, Simcsik, de Carvalho, Fontes, Alberissi, Araújo, Brandão, Dawes and Monteiro.

Entities:  

Keywords:  cerebral palsy; motor rehabilitation; physical functional performance; serious game; telerehabilitation

Year:  2021        PMID: 33633648      PMCID: PMC7901904          DOI: 10.3389/fpsyg.2021.622678

Source DB:  PubMed          Journal:  Front Psychol        ISSN: 1664-1078


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

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Journal:  Complement Ther Clin Pract       Date:  2019-02-25       Impact factor: 2.446

5.  Feasibility, motivation, and selective motor control: virtual reality compared to conventional home exercise in children with cerebral palsy.

Authors:  C Bryanton; J Bossé; M Brien; J McLean; A McCormick; H Sveistrup
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6.  Evaluation of a Game Based Tele Rehabilitation Platform for In-Home Therapy of Hand-Arm Function Post Stroke: Feasibility Study.

Authors:  Tony Szturm; Zoya Imran; Sepideh Pooyania; Anuprita Kanitkar; Bhuvan Mahana
Journal:  PM R       Date:  2020-04-13       Impact factor: 2.298

7.  Combining the benefits of tele-rehabilitation and virtual reality-based balance training: a systematic review on feasibility and effectiveness.

Authors:  Jonas Schröder; Tamaya van Criekinge; Elissa Embrechts; Xanthe Celis; Jolien Van Schuppen; Steven Truijen; Wim Saeys
Journal:  Disabil Rehabil Assist Technol       Date:  2018-10-14

8.  Energy efficiency in gait, activity, participation, and health status in children with cerebral palsy.

Authors:  Claire Kerr; Jackie Parkes; Mike Stevenson; Aidan P Cosgrove; Brona C McDowell
Journal:  Dev Med Child Neurol       Date:  2008-01-21       Impact factor: 5.449

9.  ParticiPAte CP: a protocol of a randomised waitlist controlled trial of a motivational and behaviour change therapy intervention to increase physical activity through meaningful participation in children with cerebral palsy.

Authors:  Sarah Elizabeth Reedman; Roslyn N Boyd; Catherine Elliott; Leanne Sakzewski
Journal:  BMJ Open       Date:  2017-08-07       Impact factor: 2.692

10.  RaceRunning training improves stamina and promotes skeletal muscle hypertrophy in young individuals with cerebral palsy.

Authors:  Emma Hjalmarsson; Rodrigo Fernandez-Gonzalo; Cecilia Lidbeck; Alexandra Palmcrantz; Angel Jia; Ola Kvist; Eva Pontén; Ferdinand von Walden
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1.  Non-Immersive Virtual Reality as an Intervention for Improving Hand Function and Functional Independence in Children With Unilateral Cerebral Palsy: A Feasibility Study.

Authors:  Chanan Goyal; Vishnu Vardhan; Waqar Naqvi
Journal:  Cureus       Date:  2022-06-19

2.  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

3.  Cardiac Autonomic Modulation in Subjects with Amyotrophic Lateral Sclerosis (ALS) during an Upper Limb Virtual Reality Task: A Prospective Control Trial.

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Journal:  Biomed Res Int       Date:  2022-02-09       Impact factor: 3.411

Review 4.  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
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