2013
DOI: 10.1089/g4h.2012.0071
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Feasibility of Computer-Based Videogame Therapy for Children with Cerebral Palsy

Abstract: A computer-based videogame incorporating therapeutic movements to improve gait and balance in children with CP was appealing and feasible for home use. A follow-up study examining its effectiveness in improving balance in children with CP is recommended.

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Cited by 21 publications
(23 citation statements)
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References 33 publications
(40 reference statements)
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“…In addition, reflexivity was rarely mentioned to address whether the researchers may themselves have influenced the results or whether any strategies were implemented to reduce the risk of researcher bias. Four reports (Bloswick et al, ; Gerber et al, ; Radtka et al, ; Tait, Sigafoos, Woodyatt, O'Reilly, & Lancioni, ) contained essentially qualitative descriptions without formal qualitative analysis but were included as the content was still informative, providing contextual information about the feasibility of the interventions. One of these reports provided full text quotes from parents in an appendix (Bloswick et al, ); three reports provided summary descriptions of participant or parent feedback and opinions.…”
Section: Resultsmentioning
confidence: 99%
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“…In addition, reflexivity was rarely mentioned to address whether the researchers may themselves have influenced the results or whether any strategies were implemented to reduce the risk of researcher bias. Four reports (Bloswick et al, ; Gerber et al, ; Radtka et al, ; Tait, Sigafoos, Woodyatt, O'Reilly, & Lancioni, ) contained essentially qualitative descriptions without formal qualitative analysis but were included as the content was still informative, providing contextual information about the feasibility of the interventions. One of these reports provided full text quotes from parents in an appendix (Bloswick et al, ); three reports provided summary descriptions of participant or parent feedback and opinions.…”
Section: Resultsmentioning
confidence: 99%
“…If the intervention is enjoyable and appealing to both the parents and child, this can reinforce a positive relationship between them (Basu et al, ; Hinojosa, ; Hinojosa & Anderson, ; Yang, ). Interventions run the risk of becoming damaging to the parent–child relationship when there is a lack of variety in the therapeutic activities and where the level of challenge in the activities is not pitched correctly for the child (Bloswick et al, ; Gerber et al, ; Radtka et al, ).…”
Section: Synthesismentioning
confidence: 99%
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“…Exercises to strengthen and stretch the muscles that move the center of mass are effective. In [30] a video game was designed for this purpose. In the game, users had to guide a paper plane towards a series of targets by changing weight in different directions on the Wii Fit Balance Board.…”
Section: Video Games and Disabilitymentioning
confidence: 99%
“…It not only develops opportunity for implementing real exercises in virtual and safe environment, but also it provides opportunity for involvement in purposeful, meaningful and enjoyable tasks that are related to activities of daily living for participants [11,12]. In such environment, it is possible to change difficulty of exercise performance according to ability of individuals and make them more complicated or easier.…”
Section: Introductionmentioning
confidence: 99%