2017
DOI: 10.1080/01942638.2017.1287810
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Active Video Gaming for Children with Cerebral Palsy: Does a Clinic-Based Virtual Reality Component Offer an Additive Benefit? A Pilot Study

Abstract: Neither intervention improved outcomes in this small sample. Online mechanisms to support therapist-child communication for exercise progression were insufficient to individualize exercise challenge.

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Cited by 29 publications
(24 citation statements)
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References 25 publications
(31 reference statements)
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“…The 5 day IREX intervention program consisted of 60 minutes of VR-based balance training for 5 consecutive days. The program (Brien & Sveistrup, 2011;Levac et al, 2017) was delivered in the VR therapy room of the OCTC using the commercially available system consisting of a 32" widescreen display, a computer, video camera, and a green screen for computer-generated images.…”
Section: Intervention Designmentioning
confidence: 99%
See 4 more Smart Citations
“…The 5 day IREX intervention program consisted of 60 minutes of VR-based balance training for 5 consecutive days. The program (Brien & Sveistrup, 2011;Levac et al, 2017) was delivered in the VR therapy room of the OCTC using the commercially available system consisting of a 32" widescreen display, a computer, video camera, and a green screen for computer-generated images.…”
Section: Intervention Designmentioning
confidence: 99%
“…The participants interacted with virtual objects in each game to achieve tasks with adjusted difficulty levels, which challenged dynamic standing balance, coordination, and timing. Games were ranked as 'Easy', 'Medium', or 'Hard' based on physical and cognitive demands when played on the lowest game parameters (Levac et al, 2017). Each exercise program was tailored to the individual's needs, with suggested games, challenge parameters, and progression across the 5 days.…”
Section: Intervention Designmentioning
confidence: 99%
See 3 more Smart Citations