Araştırma Makalesi

The Effect of Wii-Based Interactive Virtual Games on Spasticity, Gait, Balance, and Trunk Control of Children with Mild Cerebral Palsy: A Randomized Controlled Trial

Sayı: 24 30 Aralık 2024
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The Effect of Wii-Based Interactive Virtual Games on Spasticity, Gait, Balance, and Trunk Control of Children with Mild Cerebral Palsy: A Randomized Controlled Trial

Öz

Aim: The purpose of this study was to examine the impact of Nintendo Wii treatment (NWT) on spasticity, balance, gait, and trunk control in individuals with mild cerebral palsy (CP). Method: This randomized controlled trial included a total of 35 individuals with mild CP: the Nintendo Wii therapy group (WiiG, n:17) and the control group (CG, n:18). The individuals in both groups received conventional physiotherapy (CPT) for 40 minutes in two sessions per week for 8 consecutive weeks. The WiiG received Nintendo Wii Treatment (NWT) for 20 minutes in two sessions per week for 8 consecutive weeks using the Nintendo Wii Fit gaming console in addition to CPT. The Modified Ashworth Scale (MAS), Functional Forward Reach Test (FFRT), Functional Sideways Reach Test (FSRT), 10-meter walking test (10-mWT), and Trunk Impairment Scale (TIS) were evaluated before and after the intervention. Group x time interaction was demonstrated using the ANOVA (2×2 factorial Analysis of Variance). Results: Right elbow flexor MAS decreased only in the WiiG (p=0.035) but did not differ between both groups (p>0.05). Furthermore, FFRT, FSRT, 10-mWT, and all sub-tests of TIS scores improved in the WiiG (p<0.05), while only TIS-Trunk Coordination increased in the CG (p=0.023). Conclusion: NWT in addition to conventional physiotherapy, has positive effects on balance, gait, and trunk control in the rehabilitation process of CP. More research is needed to better understand the effects of NWT on spasticity.

Anahtar Kelimeler

Kaynakça

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  6. 6. Zanon MA, Pacheco RL, Latorraca CdOC, et al. Neurodevelopmental treatment (Bobath) for children with cerebral palsy: a systematic review. Journal of Child Neurology. 2019;34(11):679-686. doi: 10.1177/088307381985223.
  7. 7. Cortes-Perez I, Gonzalez-Gonzalez N, Peinado-Rubia AB, et al. Efficacy of robot-assisted gait therapy compared to conventional therapy or treadmill training in children with cerebral palsy: a systematic review with meta-analysis. Sensors. 2022;22(24):9910. doi: 10.3390/s22249910.
  8. 8. Massetti T, Da Silva TD, Crocetta TB, et al. The clinical utility of virtual reality in neurorehabilitation: a systematic review. Journal of Central Nervous s-System Disease. 2018;10:1179573518813541. doi: 10.1177/1179573518813541.

Ayrıntılar

Birincil Dil

İngilizce

Konular

Fizyoterapi

Bölüm

Araştırma Makalesi

Erken Görünüm Tarihi

30 Aralık 2024

Yayımlanma Tarihi

30 Aralık 2024

Gönderilme Tarihi

16 Ağustos 2024

Kabul Tarihi

14 Kasım 2024

Yayımlandığı Sayı

Yıl 2024 Sayı: 24

Kaynak Göster

APA
Eldemir, S., & Balki, S. (2024). The Effect of Wii-Based Interactive Virtual Games on Spasticity, Gait, Balance, and Trunk Control of Children with Mild Cerebral Palsy: A Randomized Controlled Trial. Istanbul Gelisim University Journal of Health Sciences, 24, 1019-1028. https://doi.org/10.38079/igusabder.1534336
AMA
1.Eldemir S, Balki S. The Effect of Wii-Based Interactive Virtual Games on Spasticity, Gait, Balance, and Trunk Control of Children with Mild Cerebral Palsy: A Randomized Controlled Trial. IGUSABDER. 2024;(24):1019-1028. doi:10.38079/igusabder.1534336
Chicago
Eldemir, Sefa, ve Selvin Balki. 2024. “The Effect of Wii-Based Interactive Virtual Games on Spasticity, Gait, Balance, and Trunk Control of Children with Mild Cerebral Palsy: A Randomized Controlled Trial”. Istanbul Gelisim University Journal of Health Sciences, sy 24: 1019-28. https://doi.org/10.38079/igusabder.1534336.
EndNote
Eldemir S, Balki S (01 Aralık 2024) The Effect of Wii-Based Interactive Virtual Games on Spasticity, Gait, Balance, and Trunk Control of Children with Mild Cerebral Palsy: A Randomized Controlled Trial. Istanbul Gelisim University Journal of Health Sciences 24 1019–1028.
IEEE
[1]S. Eldemir ve S. Balki, “The Effect of Wii-Based Interactive Virtual Games on Spasticity, Gait, Balance, and Trunk Control of Children with Mild Cerebral Palsy: A Randomized Controlled Trial”, IGUSABDER, sy 24, ss. 1019–1028, Ara. 2024, doi: 10.38079/igusabder.1534336.
ISNAD
Eldemir, Sefa - Balki, Selvin. “The Effect of Wii-Based Interactive Virtual Games on Spasticity, Gait, Balance, and Trunk Control of Children with Mild Cerebral Palsy: A Randomized Controlled Trial”. Istanbul Gelisim University Journal of Health Sciences. 24 (01 Aralık 2024): 1019-1028. https://doi.org/10.38079/igusabder.1534336.
JAMA
1.Eldemir S, Balki S. The Effect of Wii-Based Interactive Virtual Games on Spasticity, Gait, Balance, and Trunk Control of Children with Mild Cerebral Palsy: A Randomized Controlled Trial. IGUSABDER. 2024;:1019–1028.
MLA
Eldemir, Sefa, ve Selvin Balki. “The Effect of Wii-Based Interactive Virtual Games on Spasticity, Gait, Balance, and Trunk Control of Children with Mild Cerebral Palsy: A Randomized Controlled Trial”. Istanbul Gelisim University Journal of Health Sciences, sy 24, Aralık 2024, ss. 1019-28, doi:10.38079/igusabder.1534336.
Vancouver
1.Sefa Eldemir, Selvin Balki. The Effect of Wii-Based Interactive Virtual Games on Spasticity, Gait, Balance, and Trunk Control of Children with Mild Cerebral Palsy: A Randomized Controlled Trial. IGUSABDER. 01 Aralık 2024;(24):1019-28. doi:10.38079/igusabder.1534336

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