2021
DOI: 10.3233/prm-190666
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Personalized balance games for children with cerebral palsy: A pilot study

Abstract: PURPOSE: To assess the changes in balance function in children with cerebral palsy (CP) after two weeks of daily training with personalized balance games. METHODS: Twenty-five children with CP, aged 5 to 18 years were randomly selected for experimental or control groups. Over a period of two weeks, all participants received 8–9 game sessions for 15–20 minutes, totaling 150–160 minutes. The experimental group used personalized balance games available from the GAmification for Better LifE (GABLE) online serious … Show more

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Cited by 6 publications
(11 citation statements)
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“…All studies measured balance using at least one instrument, and five studies used two or more instruments to assess patients' balance ( 9 , 53 56 ). Eight studies used the PBS assessment tool ( 41 , 43 , 51 53 , 55 , 57 , 59 ), five studies used the CoP Kinematics system (balance force plate) ( 19 , 41 , 48 , 50 , 53 ), three studies used the TUG ( 54 56 ), two studies used the BOTMP ( 9 , 49 ), and one study used the MABC-2 ( 58 ), FRT ( 56 ), MFRT ( 60 ), PRT ( 42 ) and DBT ( 54 ).…”
Section: Resultsmentioning
confidence: 99%
See 3 more Smart Citations
“…All studies measured balance using at least one instrument, and five studies used two or more instruments to assess patients' balance ( 9 , 53 56 ). Eight studies used the PBS assessment tool ( 41 , 43 , 51 53 , 55 , 57 , 59 ), five studies used the CoP Kinematics system (balance force plate) ( 19 , 41 , 48 , 50 , 53 ), three studies used the TUG ( 54 56 ), two studies used the BOTMP ( 9 , 49 ), and one study used the MABC-2 ( 58 ), FRT ( 56 ), MFRT ( 60 ), PRT ( 42 ) and DBT ( 54 ).…”
Section: Resultsmentioning
confidence: 99%
“…The applied VR interventions could be categorized into two groups ( Figure 3 ). One group of 11 studies used the intervention with a game component ( 19 , 41 , 42 , 50 , 52 , 54 , 56 60 ), and the other seven used real-time feedback or interactive exercise in the virtual world ( 9 , 43 , 48 , 49 , 51 , 53 , 55 ). The interventions in all these studies were as follows: the total amount of treatment (160–1,680 min), duration of treatment (20–60 min), and intervention period (2–12 weeks).…”
Section: Resultsmentioning
confidence: 99%
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“…Several gaming systems have been used in the rehabilitation of balance in children with CP, which include Nintendo Wii Fit [ 14 , 15 , 16 ], Microsoft Xbox Kinect [ 16 , 17 ], Dance Mat [ 18 ], and PlayStation Eye Toy [ 19 ]. Other purpose-built rehabilitation gaming systems include various force platforms/pressure mats, which record the center of foot pressure signals (COPs), or video cameras to interact with computer games [ 20 , 21 , 22 ].…”
Section: Introductionmentioning
confidence: 99%