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Effects of virtual reality in body oscillation and motor performance of children with cerebral palsy: A preliminary randomized controlled clinical trial.
Arnoni, Joice Luiza Bruno; Pavão, Silvia Leticia; Dos Santos Silva, Fernanda Pereira; Rocha, Nelci Adriana Cicuto Ferreira.
Afiliação
  • Arnoni JLB; Department of Physiotherapy, Neuropediatrics Section, Federal University of São Carlos, Rod. Washington Luis, Km 235, 13565-905, São Carlos, SP, Brazil. Electronic address: joicearnonifisio@gmail.com.
  • Pavão SL; Department of Physiotherapy, Neuropediatrics Section, Federal University of São Carlos, Rod. Washington Luis, Km 235, 13565-905, São Carlos, SP, Brazil.
  • Dos Santos Silva FP; Department of Physiotherapy, Neuropediatrics Section, Federal University of São Carlos, Rod. Washington Luis, Km 235, 13565-905, São Carlos, SP, Brazil.
  • Rocha NACF; Department of Physiotherapy, Neuropediatrics Section, Federal University of São Carlos, Rod. Washington Luis, Km 235, 13565-905, São Carlos, SP, Brazil.
Complement Ther Clin Pract ; 35: 189-194, 2019 May.
Article em En | MEDLINE | ID: mdl-31003657
BACKGROUND AND PURPOSE: Virtual reality is an adjuvant technique to rehabilitation of children with cerebral palsy (CP). It has been gaining prominence in this field because of its accessibility and great levels of motivation it promotes in treatment. However, there is a lack of studies addressing the effects of virtual reality-based therapy on activity levels regarding postural stability, especially considering the level of evidence presented by studies addressing this issue. Therefore, we aim to evaluate the effects of intervention in body sway and gross motor function of children with CP using an active video game. MATERIALS AND METHODS: In this blind randomized controlled trial, fifteen children with CP, Gross Motor Function Classification System (GMFCS) I-II, regularly attending conventional physical therapy programs, were randomly assigned to an intervention (IG:n = 7) or to a control group (CG:n = 8). In both groups, children remained attending conventional therapy. In addition, IG underwent intervention using an active video game twice a week for 45 min and eight weeks. Standing body sway was assessed using a force plate, and Gross Motor Function Measure (GMFM) dimensions D (Standing) and E (Walking, Running and Jumping) were tested. RESULTS: Following the virtual reality-based intervention, the IG only showed significant improvements in the GMFM dimensions D (p = 0.021) and E (p = 0.008). Improvements were clinically significant (D = 10.8%; E = 14.0%). For the CG, no variable analyzed showed differences after eight weeks. CONCLUSIONS: Intervention using an active video game is a promising tool that can improve the gross motor function of children with CP, GMFCS I-II.
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Texto completo: 1 Base de dados: MEDLINE Assunto principal: Paralisia Cerebral / Modalidades de Fisioterapia / Terapia de Exposição à Realidade Virtual / Destreza Motora Tipo de estudo: Clinical_trials / Observational_studies Idioma: En Revista: Complement Ther Clin Pract Ano de publicação: 2019 Tipo de documento: Article

Texto completo: 1 Base de dados: MEDLINE Assunto principal: Paralisia Cerebral / Modalidades de Fisioterapia / Terapia de Exposição à Realidade Virtual / Destreza Motora Tipo de estudo: Clinical_trials / Observational_studies Idioma: En Revista: Complement Ther Clin Pract Ano de publicação: 2019 Tipo de documento: Article