Literature DB >> 34925773

Virtual reality training improves dynamic balance in children with cerebral palsy.

Morteza Pourazar1,2, Fazlolah Bagherzadeh1,2, Fatemeh Mirakhori1,2.   

Abstract

AIMS: The purpose of this study was to investigate the effects of Virtual reality training on dynamic balance of children with spastic hemiplegic cerebral palsy (SHCP).
METHODS: 20 girls with SHCP (mean age =9.4; SD =1.48) were selected from special schools and divided into the experimental and control groups. Commercially available Kinect dance game (Microsoft Inc., Redmond, WA, U.S.A.) 'Just Dance 3' and Modified star excursion balance test (SEBT) were used for video game based training and dynamic balance tests, respectively. MANCOVA and ANCOVA Tests were performed at p < 0.05 to analyze the data.
RESULTS: Based on MANCOVA test results, there was a significant difference between groups at least in one of the dynamic balance variables (anterior, posterolateral, and posteromedial) after controlling for pretest (F (3, 13) = 41.81, p < .005). Results of ANCOVA test showed a significant difference between the dynamic balance variables in the anterior (F = 52.80, p = 0.001), posterolateral (F = 117.86, p = 0.001), and posteromedial (F = 23.84, p = 0.001) directions in children with cerebral palsy.
CONCLUSIONS: This paper proposes that video game based training can successfully guide children with cerebral palsy to improve their balance ability. This virtual system is therefore an interesting tool in the therapies related to the children with cerebral palsy.
© 2019 The British Society of Developmental Disabilities.

Entities:  

Keywords:  Spastic Hemiplegic Cerebral Palsy; Xbox; balance; video game based training

Year:  2019        PMID: 34925773      PMCID: PMC8676581          DOI: 10.1080/20473869.2019.1679471

Source DB:  PubMed          Journal:  Int J Dev Disabil        ISSN: 2047-3869


  29 in total

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4.  Outcomes of intervention programs using flatscreen virtual reality.

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Journal:  Conf Proc IEEE Eng Med Biol Soc       Date:  2004

5.  Short duration, intensive tango dancing for Parkinson disease: an uncontrolled pilot study.

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Journal:  Complement Ther Med       Date:  2009-01-07       Impact factor: 2.446

6.  An intensive virtual reality program improves functional balance and mobility of adolescents with cerebral palsy.

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Journal:  Pediatr Phys Ther       Date:  2011       Impact factor: 3.049

7.  Virtual reality: a wholistic approach to rehabilitation.

Authors:  D Cunningham; M Krishack
Journal:  Stud Health Technol Inform       Date:  1999

8.  Pilot study comparing changes in postural control after training using a video game balance board program and 2 standard activity-based balance intervention programs.

Authors:  Alessandra Pluchino; Sae Yong Lee; Shihab Asfour; Bernard A Roos; Joseph F Signorile
Journal:  Arch Phys Med Rehabil       Date:  2012-03-11       Impact factor: 3.966

9.  Virtual reality provides leisure time opportunities for young adults with physical and intellectual disabilities.

Authors:  Patrice L Tamar Weiss; Pnina Bialik; Rachel Kizony
Journal:  Cyberpsychol Behav       Date:  2003-06

10.  Effect of balance training on recovery of stability in children with cerebral palsy.

Authors:  Anne Shumway-Cook; Susan Hutchinson; Deborah Kartin; Robert Price; Marjorie Woollacott
Journal:  Dev Med Child Neurol       Date:  2003-09       Impact factor: 5.449

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  4 in total

1.  Construction and Application of Virtual Reality-Based Sports Rehabilitation Training Program.

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2.  Game-Based Learning for Learners With Disabilities-What Is Next? A Systematic Literature Review From the Activity Theory Perspective.

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Review 3.  Virtual Reality-Based Intervention for Enhancing Upper Extremity Function in Children With Hemiplegic Cerebral Palsy: A Literature Review.

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4.  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
  4 in total

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