Gaming Technology in Pediatric Cerebral Palsy and Related Neuromuscular Conditions: A Scoping Review.

IF 2 4区 医学 Q3 CLINICAL NEUROLOGY
NeuroRehabilitation Pub Date : 2026-06-01 Epub Date: 2026-05-28 DOI:10.1177/10538135261445647
Jordan Stevenson, Susanna E Martin, Mahala G English, Colleen Pawliuk, Julie M Robillard
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引用次数: 0

Abstract

BackgroundChildren with cerebral palsy (CP) and related neuromuscular conditions often experience barriers to physical activity due to motor and cognitive impairments. Active video games (AVG), with or without adaptive technologies (AT), have demonstrated potential to improve outcomes in these populations.ObjectiveThis scoping review mapped existing research on AVG and AT in pediatric CP and related neuromuscular conditions, summarizing intervention characteristics and effects on physical, cognitive, and quality of life (QoL) outcomes.MethodsThe review followed PRISMA-ScR guidelines. Four databases were searched up to November 2025 (MEDLINE, Embase, Web of Science, and IEEE Xplore), supplemented by a manual citation search using Google Scholar. Eligible studies included participants under 18 years with CP and related neuromuscular conditions, reported physical, cognitive, or QoL outcomes, employed AVG, virtual/augmented reality, or gamified interventions, and were peer-reviewed and published in English.ResultsA total of 192 studies were included, of which 178 examined the impact of AVG and immersive technology on physical outcomes in children with either CP (n = 173), muscular dystrophy (n = 7), or CP and a mix of related conditions (n = 12). Fewer studies included cognitive (n = 17) and QoL (n = 46) outcome measures. Findings highlighted substantial heterogeneity in study design, outcome measures, gaming devices, and AT implemented, limiting comparability and generalization. Despite this variability, AVG interventions seemed to improve patient outcomes, especially in physical function.ConclusionWe underscore the need for standardized measures to guide the development of gaming interventions that benefit patient outcomes.

儿童脑瘫和相关神经肌肉疾病的游戏技术:范围审查。
脑瘫(CP)和相关神经肌肉疾病的儿童通常由于运动和认知障碍而经历身体活动障碍。主动视频游戏(AVG),无论有无自适应技术(AT),都显示出改善这些人群结果的潜力。目的对AVG和AT在小儿CP及相关神经肌肉疾病中的现有研究进行综述,总结干预特征及其对身体、认知和生活质量(QoL)结果的影响。方法按照PRISMA-ScR指南进行综述。检索截止到2025年11月的四个数据库(MEDLINE、Embase、Web of Science和IEEE Xplore),并辅以使用谷歌Scholar进行人工引文检索。符合条件的研究包括18岁以下患有CP和相关神经肌肉疾病的参与者,报告了身体、认知或生活质量结果,采用了AVG、虚拟/增强现实或游戏化干预措施,并进行了同行评审并以英语发表。结果共纳入192项研究,其中178项研究检查了AVG和沉浸式技术对患有CP (n = 173)、肌肉萎缩症(n = 7)或CP及相关疾病混合(n = 12)的儿童身体结果的影响。较少的研究包括认知(n = 17)和生活质量(n = 46)结果测量。研究结果强调了研究设计、结果测量、游戏设备和AT实施的实质性异质性,限制了可比性和泛化。尽管存在这种可变性,但AVG干预似乎改善了患者的预后,特别是在身体功能方面。结论:我们强调需要标准化的措施来指导游戏干预措施的发展,从而有利于患者的预后。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
NeuroRehabilitation
NeuroRehabilitation CLINICAL NEUROLOGY-REHABILITATION
CiteScore
3.20
自引率
0.00%
发文量
178
审稿时长
6-12 weeks
期刊介绍: NeuroRehabilitation, an international, interdisciplinary, peer-reviewed journal, publishes manuscripts focused on scientifically based, practical information relevant to all aspects of neurologic rehabilitation. We publish unsolicited papers detailing original work/research that covers the full life span and range of neurological disabilities including stroke, spinal cord injury, traumatic brain injury, neuromuscular disease and other neurological disorders. We also publish thematically organized issues that focus on specific clinical disorders, types of therapy and age groups. Proposals for thematic issues and suggestions for issue editors are welcomed.
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