The effect of the Nintendo Wii Fit on balance control and gross motor function of children with spastic hemiplegic cerebral palsy

被引:88
作者
Jelsma, Jennifer [1 ]
Pronk, Marieke
Ferguson, Gillian [2 ]
Jelsma-Smit, Dorothee [2 ,3 ]
机构
[1] Univ Cape Town, Sch Hlth & Rehabil Sci, Fac Hlth Sci, Div Physiotherapy,Dept Hlth & Rehabil Sci, ZA-7925 Observatory, South Africa
[2] Catholic Univ Louvain, Fac Kinesiol & Rehabil Sci, B-3000 Louvain, Belgium
[3] Univ Groningen, Dept Neuropsychol, NL-9700 AB Groningen, Netherlands
关键词
Hemiplegia; virtual reality games; balance; physiotherapy; SINGLE-SUBJECT RESEARCH; VIRTUAL-REALITY; GAMING TECHNOLOGY; STROKE; REHABILITATION; STABILITY; MOBILITY; WALKING; COST;
D O I
10.3109/17518423.2012.711781
中图分类号
R74 [神经病学与精神病学];
学科分类号
摘要
Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic hemiplegic cerebral palsy. Methods: A single-subject single blinded design with multiple subjects and baselines was utilised. Interactive video gaming (IVG) in lieu of regular physiotherapy was given for 3 weeks. Outcome measures included modified balance and running speed and agility (RSA) scales of the Bruininks-Oserestky test of Motor Performance 2 and the timed up and down stairs (TUDS). Results: Balances score improved significantly (F(2, 26) = 9.8286, p = 0.001). Changes over time in the RSA (F(2, 26) = 0.86198, p = 0.434) and the TUDS (F(2, 26) = 1.3862, p = 0.268) were not significant. Ten children preferred the intervention to conventional physiotherapy. Conclusion: Most children preferred the IVG but as the effect did not carry over into function, IVG should not be used in place of conventional therapy and further research is needed into its use as an adjunct to therapy.
引用
收藏
页码:27 / 37
页数:11
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