Betker Aimee L, Desai Ankur, Nett Cristabel, Kapadia Naaz, Szturm Tony
Department of Electrical and Computer Engineering, University of Manitoba, Winnipeg, Manitoba, Canada.
Phys Ther. 2007 Oct;87(10):1389-98. doi: 10.2522/ptj.20060229. Epub 2007 Aug 21.
Goal-oriented, task-specific training has been shown to improve function; however, it can be difficult to maintain patient interest. This report describes a rehabilitation protocol for the maintenance of balance in a short-sitting position following spinal cord and head injuries by use of a center-of-pressure-controlled video game-based tool. The scientific justification for the selected treatment is discussed.
Three adults were treated: 1 young adult with spina bifida (T10 and L1-L2), 1 middle-aged adult with complete paraplegia (complete lesion at T11-L1), and 1 middle-aged adult with traumatic brain injury. All patients used wheelchairs full-time.
The patients showed increased motivation to perform the game-based exercises and increased dynamic short-sitting balance.
The patients exhibited increases in practice volume and attention span during training with the game-based tool. In addition, they demonstrated substantial improvements in dynamic balance control. These observations indicate that a video game-based exercise approach can have a substantial positive effect by improving dynamic short-sitting balance.
以目标为导向的特定任务训练已被证明可改善功能;然而,维持患者的兴趣可能会很困难。本报告描述了一种康复方案,通过使用基于压力中心控制的视频游戏工具,来维持脊髓损伤和头部损伤后患者短坐位的平衡。文中讨论了所选治疗方法的科学依据。
共治疗了三名成年人:一名患有脊柱裂(胸10和腰1-2)的年轻成年人,一名完全性截瘫(胸11-腰1完全损伤)的中年成年人,以及一名患有创伤性脑损伤的中年成年人。所有患者均全天使用轮椅。
患者进行基于游戏的训练的积极性有所提高,动态短坐位平衡能力增强。
在使用基于游戏的工具进行训练期间,患者的练习量和注意力持续时间有所增加。此外,他们在动态平衡控制方面有显著改善。这些观察结果表明,基于视频游戏的锻炼方法可通过改善动态短坐位平衡产生显著的积极效果。