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使用低成本的商用游戏机(Wii)对一名患有脑瘫的青少年进行康复治疗。

Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy.

作者信息

Deutsch Judith E, Borbely Megan, Filler Jenny, Huhn Karen, Guarrera-Bowlby Phyllis

机构信息

Department of Rehabilitation and Movement Science, School of Health-Related Professions, University of Medicine and Dentistry of New Jersey, 65 Bergen St, SSB 723, Newark, NJ 07101-3001, USA.

出版信息

Phys Ther. 2008 Oct;88(10):1196-207. doi: 10.2522/ptj.20080062. Epub 2008 Aug 8.

Abstract

BACKGROUND AND PURPOSE

The purpose of this retrospective and prospective case report is to describe the feasibility and outcomes of using a low-cost, commercially available gaming system (Wii) to augment the rehabilitation of an adolescent with cerebral palsy.

PATIENT AND SETTING

The patient was an adolescent with spastic diplegic cerebral palsy classified as GMFCS level III who was treated during a summer session in a school-based setting.

INTERVENTION

The patient participated in 11 training sessions, 2 of which included other players. Sessions were between 60 and 90 minutes in duration. Training was performed using the Wii sports games software, including boxing, tennis, bowling, and golf. He trained in both standing and sitting positions.

OUTCOMES

Three main outcome measures were used: (1) visual-perceptual processing, using a motor-free perceptual test (Test of Visual Perceptual Skills, third edition); (2) postural control, using weight distribution and sway measures; and (3) functional mobility, using gait distance. Improvements in visual-perceptual processing, postural control, and functional mobility were measured after training.

DISCUSSION AND CONCLUSION

The feasibility of using the system in the school-based setting during the summer session was supported. For this patient whose rehabilitation was augmented with the Wii, there were positive outcomes at the impairment and functional levels. Multiple hypotheses were proposed for the findings that may be the springboard for additional research. To the authors' knowledge, this is the first published report on using this particular low-cost, commercially available gaming technology for rehabilitation of a person with cerebral palsy.

摘要

背景与目的

本回顾性及前瞻性病例报告旨在描述使用低成本的商用游戏系统(Wii)辅助一名青少年脑瘫患者康复的可行性及效果。

患者与环境

患者为一名青少年,患有痉挛性双侧瘫脑瘫,GMFCS分级为III级,在暑期校本环境中接受治疗。

干预措施

患者参加了11次训练课程,其中2次有其他参与者。课程时长为60至90分钟。使用Wii体育游戏软件进行训练,包括拳击、网球、保龄球和高尔夫。他分别在站立和坐姿下进行训练。

结果

采用了三项主要结果指标:(1)视觉感知处理能力,采用非运动性感知测试(《视觉感知技能测试》第三版);(2)姿势控制能力,采用体重分布和摇摆测量;(3)功能移动能力,采用步态距离。训练后测量视觉感知处理能力、姿势控制能力和功能移动能力的改善情况。

讨论与结论

支持了在暑期校本环境中使用该系统的可行性。对于通过Wii辅助康复的该患者,在损伤和功能水平上均取得了积极结果。针对这些发现提出了多个假设,可能成为进一步研究的跳板。据作者所知,这是首篇关于使用这种特定低成本商用游戏技术辅助脑瘫患者康复的发表报告。

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