C. Gordon et al. 2012 1212 Gordon C, Roopchand-Martin S, Gregg A. Potential of the Nintendo WiiTM as a rehabilitation tool for children with cerebral palsy in a developing country: a pilot study. Physiotherapy. 2012;98(3):238-42.
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Due to the lack of a comparative group, it is difficult to say whether the changes observed in gross motor function were due to the training programme, a learning effect or natural changes. However, these results indicate that there may be some potential for training with the Nintendo Wii to have an impact on gross motor function, and research studies should be conducted to explore this hypothesis. |
Howcroft J. et al. 2012 1313 Howcroft J, Klejman S, Fehlings D, Wright V, Zabjek K, Andrysek J, et al. Active video game play in children with cerebral palsy: potential for physical activity promotion and rehabilitation therapies. Arch Phys Med Rehabil. 2012;93(8):1448-56.
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While all games may encourage motor learning to some extent, AVGs can be strategically selected to address specific therapeutic. Active video game (AVG) play for physical activity promotion and rehabilitation therapies in children with cerebral palsy (CP), through a quantitative exploration of energy expenditure, muscle activation, and quality of movement. AVG play via a low-cost, commercially available system can offer an enjoyable opportunity for light to moderate physical activity in children with CP. |
Marie Brien, et al. 2011 1414 Brien M, Sveistrup H. An intensive virtual reality program improves functional balance and mobility of adolescents with cerebral palsy. Pediatr Phys Ther. 2011;23(3):258-66.
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Results showed improvements in motor learning with skill transfer and integration into real-life situations. Functional balance and mobility in adolescents with cerebral palsy classified at GMFCS level I improve with intense, short duration VR intervention, and changes are maintained at 1-month post-training. |
Leon M Straker et al. 2011 66 Straker LM, Campbell AC, Jensen LM, Metcalf DR, Smith AJ, Abbott RA, et al. Rationale, design and methods for a randomized and controlled trial of the impact of virtual reality games on motor competence, physical activity, and mental health in children with developmental coordination disorder. BMC Public Health. 2011;11:654.
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Improvements in performance in VR are useful if they lead to improvements in real-world performance. This suggests VR games could improve real-world motor skills in children and could increase children's confidence, which would be additionally beneficial. VR electronic games may improve these children's skills by providing gross motor practice involving a high level of visual-spatial integration, but in a context which is private, and provides strong motivation through enjoyment of the game and the challenge of self-competition. However this will only occur if the nature of the movement required is suitable. |
Michelle Wang, Denise Reid. 2011 88 Wang M, Reid D. Virtual reality in pediatric neurorehabilitation: Attention deficit hyperactivity disorder, autism and cerebral palsy. Neuroepidemiology. 2011;36(1):2-18.
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Using VR as an educational and therapeutic tool allows instructors and therapists to offer both flexibility and control when administering treatments, increasing the probability of skill transfer and ensuring safety during learning. |
Golomb M. R. et al. 2010 1515 Golomb MR, McDonald BC, Warden SJ, Yonkman J, Saykin AJ, Shirley B, et al. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy. Arch Phys Med Rehabil. 2010;91(1):1-8.
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Improved function appears to be reflected in functional brain changes. Use of remotely monitored virtual reality video game tele-rehabilitation appears to produce improved hand function and forearm bone health (as measured by DXA and pQCT) in adolescents with chronic disability who practice regularly. |
Shira Yalon-Chamovitz, Patrice L. (Tamar)Weiss. 2008 1616 Yalon-Chamovitz S, Weiss PL. Virtual reality as a leisure activity for young adults with physical and intellectual disabilities. Res Dev Disabil. 2008;29(3):273-87.
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The participants demonstrated clear preferences, initiation and learning. The VR-based activities were perceived by the participants to be enjoyable and successful. They performed consistently and maintained a high level of interest throughout the intervention period. VR appears to provide varied and motivating opportunities for leisure activities among young adults with intellectual and physical disabilities. Its ease of use and adaptability make it a feasible option for this population. |
H. Sveistrup et al. 2004 099 Sveistrup H, Thornton M, Bryanton C, McComas J, Marshall S, Finestone H, et al. Outcomes of intervention programs using flatscreen virtual reality. Conf Proc IEEE Eng Med Biol Soc. 2004;7:4856-8.
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The impact of VR exercise participation ranged from improvements in clinical measures of functional balance and mobility, time on task, as well as participant and care provider perceptions of enjoyment, independence and confidence. Although still preliminary, the data suggest that simple applications of virtual reality have significant impacts on physical and psychosocial variables. Possibilities for and benefits of home and community-based access to virtual reality-based programs are explored. |
Luanda Andre Collange Grecco et al. 2013 1717 Grecco LA, Duarte Nde A, de Mendonça ME, Pasini H, Lima VL, Franco RC, et al. Effect of transcranial direct current stimulation combined with gait and mobility training on functionality in children with cerebral palsy: study protocol for a double-blind randomized controlled clinical trial. BMC Pediatrics. 2013;13:168.
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The combination of transcranial stimulation and physical therapy resources will provide the training for a specific task with multiple rhythmic repetitions of the phases of the gait cycle, providing rich sensory stimuli with a modified excitability threshold of the primary motor cortex, to enhance local synapticefficacy and potentiate motor learning. The combination physical therapy resources will provide the training of a specific task with multiple repetitions of the phases of the gait cycle, promoting rich sensory proprioceptive and visual) stimuli with a modified threshold of excitability of the primary motor cortex (enhanced local synaptic efficacy), thereby potentiating motor learning. |
De Mello Monteiro CB et al. 2014 |
With the growing accessibility of computer-assisted technology, rehabilitation programs for individuals with cerebral palsy (CP) increasingly use virtual reality environments to enhance motor practice. The results showed that individuals with CP timed less accurate than typically developing individuals, especially for the more abstract task in the virtual environment. The individuals with CP did—as did their typically developing peers—improve coincidence timing with practice on both tasks. Importantly, however, these improvements were specific to the practice environment; there was no transfer of learning. |