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- 2018
Acute Impact on Balance and Performance of Interactive Video Games in Cerebral PalsyKeywords: Serebral palsi,Video oyunlar?,Sanal sistemler Abstract: Purpose: Purpose: Comparing acute effects of video game therapy (VOT) and neurodevelopmental therapy (NGT) in cerebral palsy (SP) in relation to performance, balance. Material and Methods: Between ages of 6-18, 20 SP individuals were included in the study. Functional levels; Gross Motor Function Classification System (GMFCS), physical performance; 10m walking, 5 stairs climbing up (5SCU), down (5SCD), spasticity; Modified Ashworth Scale, gross motor function; Gross Motor Function Measurement-88; functional balance performances were assessed by timed up & go test (TUG) and right-left single-leg raise (SLR). NGT and VOT (4 standard games, Nintendo Wii game console) were applied for 45 minutes. Evaluations were done before-after interventions. Results: Performance parameters; there is no significant improvement in both therapy sessions. Equilibrium performances; in VOT; there is significant improvement about TUG, left SLR (Z=-2,576, p=0.01), but not in NGT (Z=-1,531, p=0,126). Compared with Spastic Diplegic (SDI) and Hemiplegic (SHI) subjects in VOT, significant improvement obtained in 5SCU in favor of SDI (p=0,01). Comparing GMFCS subgroups (GMFCS I-II) in VOT; significant improvement observed in GMFCS II about 5SCU (p=0,01) and TUG (p=0,035). Discussion: In SP, the inclusion of game therapy in standard treatment will be beneficial in terms of balance and performance and it is important to select games appropriate to the clinical chart of the patient
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