Randomised trial of virtual reality gaming and physiotherapy on balance, gross motor performance and daily functions among children with bilateral spastic cerebral palsy.

IF 1.3 4区 医学 Q4 NEUROSCIENCES
Somatosensory and Motor Research Pub Date : 2021-06-01 Epub Date: 2021-03-03 DOI:10.1080/08990220.2021.1876016
Krishna Kumari Jha, Gandhi Balaji Karunanithi, A Sahana, Suruliraj Karthikbabu
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引用次数: 14

Abstract

Background: Balance issues and poor gross motor function affect the daily needs of children with cerebral palsy.

Purpose: The study objective was to examine the effects of virtual reality gaming and physiotherapy on balance, gross motor performance and daily functioning among children with bilateral spastic cerebral palsy.

Method: Thirty-eight children with bilateral spastic cerebral palsy aged 6-12 years with GMFCS- level II-III, Manual Ability Classification System level I-III participated in this randomized controlled trial. The experimental group performed virtual reality games and physiotherapy, while the control group underwent physiotherapy alone. The exercise intensity was 60 minutes session a day, 4-days a week for 6-weeks. Paediatric Balance Scale (PBS), Kids-Mini-Balance Evaluation System Test (Kids-Mini-BESTest), Gross Motor Function Measure-88 (GMFM-88), and Wee-Functional Independence Measure (WeeFIM) were the outcome measures collected at baseline, 6-week post-training and 2-months follow-up.

Results: The time by group interaction of repeated measures ANOVA revealed no statistical significance for all the outcome measures except Kids-Mini-BESTest (p < 0.05). The PBS and, Kids-Mini-BESTest improved by a mean (standard deviation) score of 5.1(1.7) and 8.7(2.8) points, respectively in the experimental group as compared to control group [3.4(1.6) and 5.8(2.5) points]. These gains remained at follow-up (p < 0.001).

Conclusion: Combined virtual reality gaming and physiotherapy is not superior over physiotherapy alone in improving the gross motor performance and daily functioning among children with bilateral spastic cerebral palsy. Virtual gaming, along with physiotherapy, appears to be beneficial in their balance capacity, warranting further trials to investigate the same in children with GMFCS level-III.

虚拟现实游戏和物理疗法对双侧痉挛性脑瘫儿童平衡、大肌肉运动表现和日常功能的随机试验。
背景:平衡问题和粗大运动功能差影响脑瘫儿童的日常需求。目的:研究目的是观察虚拟现实游戏和物理治疗对双侧痉挛性脑瘫儿童平衡、大运动表现和日常功能的影响。方法:38例6-12岁双侧痉挛性脑瘫患儿,GMFCS等级为II-III级,手工能力分类系统等级为I-III级。实验组进行虚拟现实游戏和物理治疗,对照组单独进行物理治疗。运动强度为每天60分钟,每周4天,持续6周。儿童平衡量表(PBS)、儿童迷你平衡评估系统测试(Kids-Mini-BESTest)、大运动功能量表-88 (GMFM-88)和wee -功能独立性量表(WeeFIM)是在基线、训练后6周和2个月随访时收集的结果测量指标。结果:重复测量方差分析各组交互时间除Kids-Mini-BESTest外均无统计学意义(p p)。结论:虚拟现实游戏联合物理治疗在改善双侧痉挛性脑瘫患儿大运动表现和日常功能方面并不优于单独物理治疗。虚拟游戏和物理治疗似乎有利于他们的平衡能力,需要进一步的试验来研究GMFCS iii级儿童的情况。
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来源期刊
Somatosensory and Motor Research
Somatosensory and Motor Research 医学-神经科学
自引率
0.00%
发文量
4
审稿时长
>12 weeks
期刊介绍: Somatosensory & Motor Research publishes original, high-quality papers that encompass the entire range of investigations related to the neural bases for somatic sensation, somatic motor function, somatic motor integration, and modeling thereof. Comprising anatomical, physiological, biochemical, pharmacological, behavioural, and psychophysical studies, Somatosensory & Motor Research covers all facets of the peripheral and central processes underlying cutaneous sensation, and includes studies relating to afferent and efferent mechanisms of deep structures (e.g., viscera, muscle). Studies of motor systems at all levels of the neuraxis are covered, but reports restricted to non-neural aspects of muscle generally would belong in other journals.
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