Effects of Kinect Video Game Training on Lower Extremity Motor Function, Balance, and Gait in Adolescents with Spastic Diplegia Cerebral Palsy: A Pilot Randomized Controlled Trial

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WEB OF SCIENCE

26
Citations

SCOPUS

25

초록

The Kinect video game (KVG) has received attention as an intervention method for cerebral palsy (CP). However, evidence remains limited. Purpose To investigate the effects of training using Xbox Kinect on lower extremity motor function, balance, and gait in adolescents with spastic diplegia CP. Methods This study was a pilot randomized controlled trial. Ten participants were randomly allocated to either the KVG training group (n = 5) or the conventional training (CT) group (n = 5). The Selective Control Assessment of the Lower Extremity (SCALE) tool, Pediatric Balance Scale (PBS), and GAITRite were used for the outcome measurements. Results In the comparison between the groups, the KVG group showed significant improvements in all the items in the SCALE (except for right hip abduction) and PBS score as compared with the CT group. Conclusions KVG training might be an effective intervention for the rehabilitation of adolescents with spastic diplegia CP.

키워드

Cerebral palsy; kinect video game; lower extremity motor function; balance; gait; VIRTUAL-REALITY; CHILDREN; REHABILITATION; ENVIRONMENT; PROGRAMS; EXERCISE; THERAPY; ADULTS; TOOL
제목
Effects of Kinect Video Game Training on Lower Extremity Motor Function, Balance, and Gait in Adolescents with Spastic Diplegia Cerebral Palsy: A Pilot Randomized Controlled Trial
저자
Jung, SunHye; Song, SunHae; Lee, DongGeon; Lee, Kyeongbong; Lee, GyuChang
DOI
10.1080/17518423.2020.1819458
발행일
2021-04-03
유형
Article
저널명
Developmental Neurorehabilitation
권
24
호
3
페이지
159 ~ 165