Active Video Gaming for Children with Cerebral Palsy: Does a Clinic-Based Virtual Reality Component Offer an Additive Benefit? A Pilot Study. (1st January 2018)
- Record Type:
- Journal Article
- Title:
- Active Video Gaming for Children with Cerebral Palsy: Does a Clinic-Based Virtual Reality Component Offer an Additive Benefit? A Pilot Study. (1st January 2018)
- Main Title:
- Active Video Gaming for Children with Cerebral Palsy: Does a Clinic-Based Virtual Reality Component Offer an Additive Benefit? A Pilot Study
- Authors:
- Levac, Danielle
McCormick, Anna
Levin, Mindy F.
Brien, Marie
Mills, Richard
Miller, Elka
Sveistrup, Heidi - Abstract:
- ABSTRACT: Aims: To compare changes in gross motor skills and functional mobility between ambulatory children with cerebral palsy who underwent a 1-week clinic-based virtual reality intervention (VR) followed by a 6-week, therapist-monitored home active video gaming (AVG) program and children who completed only the 6-week home AVG program. Methods: Pilot non-randomized controlled trial. Five children received 1 hour of VR training for 5 days followed by a 6-week home AVG program, supervised online by a physical therapist. Six children completed only the 6-week home AVG program. The Gross Motor Function Measure Challenge Module (GMFM-CM) and Six Minute Walk Test (6MWT) evaluated change. Results: There were no significant differences between groups. The home AVG-only group demonstrated a statistically and clinically significant improvement in GMFM-CM scores following the 6-week AVG intervention (median difference 4.5 points, interquartile range [IQR] 4.75, p = 0.042). The VR + AVG group demonstrated a statistically and clinically significant decrease in 6MWT distance following the intervention (median decrease 68.2 m, IQR 39.7 m, p = 0.043). All 6MWT scores returned to baseline at 2 months post-intervention. Conclusion: Neither intervention improved outcomes in this small sample. Online mechanisms to support therapist-child communication for exercise progression were insufficient to individualize exercise challenge.
- Is Part Of:
- Physical & occupational therapy in pediatrics. Volume 38:Number 1(2018)
- Journal:
- Physical & occupational therapy in pediatrics
- Issue:
- Volume 38:Number 1(2018)
- Issue Display:
- Volume 38, Issue 1 (2018)
- Year:
- 2018
- Volume:
- 38
- Issue:
- 1
- Issue Sort Value:
- 2018-0038-0001-0000
- Page Start:
- 74
- Page End:
- 87
- Publication Date:
- 2018-01-01
- Subjects:
- Active video games -- cerebral palsy -- home exercise programs -- virtual reality
Physical therapy for children -- Periodicals
Occupational therapy for children -- Periodicals
Child development deviations -- Periodicals
615.82083 - Journal URLs:
- http://www.haworthpress.com/store/E%2DText/ViewLibraryEText.asp?s=J006 ↗
http://www.haworthpress.com/store/E-Text/ViewLibraryEText.asp?s=J006&m=0 ↗
http://informahealthcare.com ↗
http://firstsearch.oclc.org/journal=0194-2638;screen=info;ECOIP ↗ - DOI:
- 10.1080/01942638.2017.1287810 ↗
- Languages:
- English
- ISSNs:
- 0194-2638
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 6475.280000
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