Effect of a Virtual Reality-Mediated Gamified Rehabilitation Program on Upper Limb Functions in Children With Hemiplegic Cerebral Palsy A Prospective, Randomized Controlled Study

被引:10
|
作者
Menekseoglu, Ahmet Kivanc [1 ]
Capan, Nalan [2 ]
Arman, Sina [2 ]
Aydin, Ayse Resa [2 ]
机构
[1] Univ Hlth Sci, Kanuni Sultan Suleyman Res & Training Hosp, Minist Hlth, Dept Phys Med & Rehabil, Atakent Mh,Turgut Ozal Bulvari, TR-34303 Istanbul, Turkiye
[2] Istanbul Univ, Istanbul Fac Med, Dept Phys Med & Rehabil, Istanbul, Turkiye
关键词
Cerebral Palsy; Virtual Reality; Serious Game; Rehabilitation; Upper Limb; Gamification; ASSISTING HAND ASSESSMENT; CONVENTIONAL THERAPY; CONTROLLED-TRIAL; RELIABILITY; PILOT; METAANALYSIS; EFFICACY; VALIDITY; QUALITY; GAMES;
D O I
10.1097/PHM.0000000000002060
中图分类号
R49 [康复医学];
学科分类号
100215 ;
摘要
ObjectiveThe aim of the study is to investigate the effects of a virtual reality-mediated gamified rehabilitation program on upper limb functions, skills, range of motion, muscle tone, and quality of life in children with hemiplegic cerebral palsy.DesignThis prospective, randomized, and controlled study included 36 children with hemiplegic cerebral palsy. Children were randomized into two groups, the virtual reality group (n = 18) and the control group (n = 18). Stretching and range-of-motion exercises were performed on the affected upper limb of the children in both groups. In addition to this exercise program, in the virtual reality group, virtual reality-mediated upper limb rehabilitation was performed under supervision. The children were assessed at baseline and 1 and 3 mos after the intervention.ResultsThere was a significant increase in Assisting Hand Assessment, ABILHAND-Kids, Quality of Upper Extremity Skills Test, and KINDL values in the virtual reality group. In addition, there were significant increases in the active joint range of motion of the finger flexion, wrist flexion, pronation, and supination in the virtual reality group.ConclusionsIn this study, it was determined that upper limb function, quality of life, and active joint range of motion of the children with hemiplegic cerebral palsy were increased with virtual reality-mediated upper limb rehabilitation.
引用
收藏
页码:198 / 205
页数:8
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