2012
DOI: 10.1016/j.apmr.2011.08.031
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Preliminary Evaluation of a Commercially Available Videogame System as an Adjunct Therapeutic Intervention for Improving Balance Among Children and Adolescents With Lower Limb Amputations

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Cited by 38 publications
(32 citation statements)
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“…40 In fact, a study of children with balance problems due to lower limb amputation indicated that children exceeded the minimum prescribed AVG play time during the first 3 weeks of the intervention. 51 Healthy older adults also appear to be able to easily operate AVGs. 75 There are also potential limitations and challenges to AVG play, including fear of falling, lack of interest, and help needed for set up, instructions, and gameplay.…”
Section: Implications For Cliniciansmentioning
confidence: 99%
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“…40 In fact, a study of children with balance problems due to lower limb amputation indicated that children exceeded the minimum prescribed AVG play time during the first 3 weeks of the intervention. 51 Healthy older adults also appear to be able to easily operate AVGs. 75 There are also potential limitations and challenges to AVG play, including fear of falling, lack of interest, and help needed for set up, instructions, and gameplay.…”
Section: Implications For Cliniciansmentioning
confidence: 99%
“…55 Children and adolescents with unilateral lower limb amputation improved postural control compared with that of the age-matched typically developing control group. 51 Using ''Wii Fit'' plus regular rehabilitation was as good as traditional rehabilitation for patients undergoing knee replacement in terms of length of rehabilitation, walk test, knee range of motion, balance confidence, lower extremity function, pain rating, and patient satisfaction. 52 A study comparing ''Wii Bowling'' with standard exercise found that functional capacity, but not pain intensity, improved among long-term care patients with upper extremity dysfunction.…”
Section: Study Characteristicsmentioning
confidence: 99%
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“…If a wearable daily use system is not the goal for the researcher, virtual reality (VR) systems may be a good option to motivate and encourage program adherence, since users might perceive to have more interaction with the system. For balance, the Wii-Fit has been shown to improve the balance and gait in older adults [97], children and adolescents with amputation [119], as well as individuals with Alzheimer's and Parkinson's disease [120]. Although the Wii-Fit is no longer commercially available, other VR options have been used for rehabilitation purposes, including the CAREN system and C-Mill (both from Motekforce Link, Amsterdam).…”
Section: Other Bfb Design and Application Considerationsmentioning
confidence: 99%
“…1 Biofeedback treatment of movement or posture problems have yielded some successes in children with disabilities, including CP, [2][3][4] as well as children with lower limb amputations. 5 These studies suggest that a balance biofeedback game may benefit children with CP.…”
mentioning
confidence: 99%