Intensive Training with Virtual Reality on Mobility in Adolescents with Cerebral Palsy—Single Subject Design

Purpose: To evaluate the effects of a short-term intensive virtual reality intervention in adolescents with cerebral palsy (CP). Methods: Single-subject design, type A–B-follow-up, with four participants (P) with CP, 15–18 years, GMFCS level II. A two-week intervention phase was performed with twelv...

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Vydané v:International journal of environmental research and public health Ročník 18; číslo 19; s. 10455
Hlavní autori: Valenzuela, Elisa, Rosa, Renata, Monteiro, Carlos, Keniston, Leslie, Ayupe, Kênnea, Frônio, Jaqueline, Chagas, Paula
Médium: Journal Article
Jazyk:English
Vydavateľské údaje: Basel MDPI AG 05.10.2021
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ISSN:1660-4601, 1661-7827, 1660-4601
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Abstract Purpose: To evaluate the effects of a short-term intensive virtual reality intervention in adolescents with cerebral palsy (CP). Methods: Single-subject design, type A–B-follow-up, with four participants (P) with CP, 15–18 years, GMFCS level II. A two-week intervention phase was performed with twelve Nintendo® Wii games in six sessions (90 min) per week. Outcome variables were semi-static balance (Pressure Center Oscillation—PCO), gait speed (Ten Meter Walk Test at usual speed—TMWT-U; and fast speed—TMWT-F), mobility (Timed Up and Go test—TUG), endurance (sit-to-stand test 5 times—STS-5), and gross motor activity (Gross Motor Function Measure—GMFM). Results: Statistical improvements were observed in GMFM-D (P2–P3), TMWT-F (P2–P3–P4) and TMWT-U (P2), STS-5 (P3–P4), TUG (P3), and PCO (P2–P3), assessed by level, trend, latency, and visual inspection to analyze change. Conclusions: This study shows that a short-term intensive intervention using Nintendo® Wii-based games in adolescents, GMFCS level II, can be an effective therapy, leading to some recovery of functioning in these young people.
AbstractList Purpose: To evaluate the effects of a short-term intensive virtual reality intervention in adolescents with cerebral palsy (CP). Methods: Single-subject design, type A–B-follow-up, with four participants (P) with CP, 15–18 years, GMFCS level II. A two-week intervention phase was performed with twelve Nintendo® Wii games in six sessions (90 min) per week. Outcome variables were semi-static balance (Pressure Center Oscillation—PCO), gait speed (Ten Meter Walk Test at usual speed—TMWT-U; and fast speed—TMWT-F), mobility (Timed Up and Go test—TUG), endurance (sit-to-stand test 5 times—STS-5), and gross motor activity (Gross Motor Function Measure—GMFM). Results: Statistical improvements were observed in GMFM-D (P2–P3), TMWT-F (P2–P3–P4) and TMWT-U (P2), STS-5 (P3–P4), TUG (P3), and PCO (P2–P3), assessed by level, trend, latency, and visual inspection to analyze change. Conclusions: This study shows that a short-term intensive intervention using Nintendo® Wii-based games in adolescents, GMFCS level II, can be an effective therapy, leading to some recovery of functioning in these young people.
To evaluate the effects of a short-term intensive virtual reality intervention in adolescents with cerebral palsy (CP).PURPOSETo evaluate the effects of a short-term intensive virtual reality intervention in adolescents with cerebral palsy (CP).Single-subject design, type A-B-follow-up, with four participants (P) with CP, 15-18 years, GMFCS level II. A two-week intervention phase was performed with twelve Nintendo® Wii games in six sessions (90 min) per week. Outcome variables were semi-static balance (Pressure Center Oscillation-PCO), gait speed (Ten Meter Walk Test at usual speed-TMWT-U; and fast speed-TMWT-F), mobility (Timed Up and Go test-TUG), endurance (sit-to-stand test 5 times-STS-5), and gross motor activity (Gross Motor Function Measure-GMFM).METHODSSingle-subject design, type A-B-follow-up, with four participants (P) with CP, 15-18 years, GMFCS level II. A two-week intervention phase was performed with twelve Nintendo® Wii games in six sessions (90 min) per week. Outcome variables were semi-static balance (Pressure Center Oscillation-PCO), gait speed (Ten Meter Walk Test at usual speed-TMWT-U; and fast speed-TMWT-F), mobility (Timed Up and Go test-TUG), endurance (sit-to-stand test 5 times-STS-5), and gross motor activity (Gross Motor Function Measure-GMFM).Statistical improvements were observed in GMFM-D (P2-P3), TMWT-F (P2-P3-P4) and TMWT-U (P2), STS-5 (P3-P4), TUG (P3), and PCO (P2-P3), assessed by level, trend, latency, and visual inspection to analyze change.RESULTSStatistical improvements were observed in GMFM-D (P2-P3), TMWT-F (P2-P3-P4) and TMWT-U (P2), STS-5 (P3-P4), TUG (P3), and PCO (P2-P3), assessed by level, trend, latency, and visual inspection to analyze change.This study shows that a short-term intensive intervention using Nintendo® Wii-based games in adolescents, GMFCS level II, can be an effective therapy, leading to some recovery of functioning in these young people.CONCLUSIONSThis study shows that a short-term intensive intervention using Nintendo® Wii-based games in adolescents, GMFCS level II, can be an effective therapy, leading to some recovery of functioning in these young people.
Author Keniston, Leslie
Rosa, Renata
Monteiro, Carlos
Frônio, Jaqueline
Chagas, Paula
Valenzuela, Elisa
Ayupe, Kênnea
AuthorAffiliation 4 Department of Physical Therapy, University of Maryland Eastern Shore (UMES), Princess Anne, MD 21613, USA; lpkeniston@umes.edu
5 Physical Therapy School, Universidade de Brasília (UnB), Brasília 72220-275, Brazil; kennea.almeida@gmail.com
2 Graduate Program in Reahabilitation Sciences, Medicine School, Universidade de São Paulo, São Paulo 01246-903, Brazil; renata.martinsr@hotmail.com (R.R.); carlosmonteiro@usp.br (C.M.)
3 School of Physical Therapy, Universidade Federal de Juiz de Fora (UFJF), Juiz de Fora 36036-330, Brazil
1 Graduate Program in Rehabilitation Sciences and Physical Functional Performance, Physical Therapy School, Universidade Federal de Juiz de Fora (UFJF), Juiz de Fora 36038-330, Brazil; elisajvalenzuela@yahoo.com.br (E.V.); jaqueline.fronio@ufjf.edu.br (J.F.)
AuthorAffiliation_xml – name: 2 Graduate Program in Reahabilitation Sciences, Medicine School, Universidade de São Paulo, São Paulo 01246-903, Brazil; renata.martinsr@hotmail.com (R.R.); carlosmonteiro@usp.br (C.M.)
– name: 1 Graduate Program in Rehabilitation Sciences and Physical Functional Performance, Physical Therapy School, Universidade Federal de Juiz de Fora (UFJF), Juiz de Fora 36038-330, Brazil; elisajvalenzuela@yahoo.com.br (E.V.); jaqueline.fronio@ufjf.edu.br (J.F.)
– name: 3 School of Physical Therapy, Universidade Federal de Juiz de Fora (UFJF), Juiz de Fora 36036-330, Brazil
– name: 5 Physical Therapy School, Universidade de Brasília (UnB), Brasília 72220-275, Brazil; kennea.almeida@gmail.com
– name: 4 Department of Physical Therapy, University of Maryland Eastern Shore (UMES), Princess Anne, MD 21613, USA; lpkeniston@umes.edu
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CitedBy_id crossref_primary_10_1007_s10055_025_01152_x
crossref_primary_10_3390_children10020222
crossref_primary_10_1089_g4h_2023_0069
crossref_primary_10_1016_j_heliyon_2023_e16599
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Snippet Purpose: To evaluate the effects of a short-term intensive virtual reality intervention in adolescents with cerebral palsy (CP). Methods: Single-subject...
To evaluate the effects of a short-term intensive virtual reality intervention in adolescents with cerebral palsy (CP).PURPOSETo evaluate the effects of a...
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SubjectTerms Cerebral palsy
Computer & video games
Teenagers
Virtual reality
Title Intensive Training with Virtual Reality on Mobility in Adolescents with Cerebral Palsy—Single Subject Design
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https://pubmed.ncbi.nlm.nih.gov/PMC8508310
Volume 18
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