Department of Physiotherapy, Occupational Therapy, Rehabilitation and Physical Medicine, Faculty of Health Sciences, Rey Juan Carlos University, Alcorcón, Madrid, Spain.
NeuroRehabilitation. 2013;33(4):513-21. doi: 10.3233/NRE-131001.
Limited evidence is available about the effectiveness of virtual reality using low cost commercial consoles for children with developmental delay.
The aim of this preliminary study is to evaluate the usefulness of a videogame system based on non-immersive virtual reality technology (Xbox 360 KinectTM) to support conventional rehabilitation treatment of children with cerebral palsy. Secondarily, to objectify changes in psychomotor status of children with cerebral palsy after receiving rehabilitation treatment in addition with this last generation game console.
11 children with cerebral palsy were included the study. A baseline, a post-treatment and a follow-up assessment were performed related to motor and the process skills, balance, gait speed, running and jumping and fine and manual finger dexterity. All the participants completed 8 weeks of videogame treatment, added to their conventional physiotherapy treatment, with Xbox 360 Kinect™ (Microsoft) game console.
The Friedman test showed significant differences among the three assessments for each variable: GMFM (p = 0.001), AMPS motor (p = 0.001), AMPS process (p = 0.010), PRT (p = 0.005) and 10 MW (p = 0.029). Wilcoxon test showed significant statistically differences pre and post-treatment, in all the values. Similarly, results revealed significant differences between basal and follow-up assessment. There were not statistical differences between post-treatment and follow-up evaluation, indicating a long-term maintenance of the improvements achieved after treatment.
Low cost video games based on motion capture are potential tools in the rehabilitation context in children with CP. Our Kinect Xbox 360 protocol has showed improvements in balance and ADL in CP participants in a school environment, but further studies are need to validate the potential benefits of these video game systems as a supplement for rehabilitation of children with CP.
关于使用低成本商业控制台为发育迟缓儿童提供虚拟现实的有效性,目前仅有有限的证据。
本初步研究旨在评估基于非沉浸式虚拟现实技术(Xbox 360 KinectTM)的视频游戏系统用于支持脑瘫儿童常规康复治疗的有用性。其次,客观评估脑瘫儿童在接受除最新一代游戏机之外的常规康复治疗后运动和感知运动技能、平衡、步态速度、跑步和跳跃以及精细和手动手指灵巧度的变化。
纳入 11 例脑瘫患儿。对运动和感知运动技能、平衡、步态速度、跑步和跳跃以及精细和手动手指灵巧度进行基线、治疗后和随访评估。所有参与者都完成了 8 周的 Xbox 360 KinectTM(微软)游戏机视频游戏治疗,附加常规物理治疗。
弗里德曼检验显示,每个变量的三种评估均存在显著差异:粗大运动功能评定量表(GMFM)(p = 0.001)、适应行为量表运动(AMPS 运动)(p = 0.001)、适应行为量表感知运动(AMPS 感知运动)(p = 0.010)、原地踏步测试(PRT)(p = 0.005)和 10 米步行速度(p = 0.029)。Wilcoxon 检验显示,在治疗前后,所有值均具有显著的统计学差异。同样,结果显示基础评估和随访评估之间存在显著差异。治疗后评估与随访评估之间无统计学差异,表明治疗后获得的改善具有长期维持性。
基于运动捕捉的低成本视频游戏是 CP 儿童康复环境中的潜在工具。我们的 Kinect Xbox 360 方案显示,在学校环境中,CP 参与者的平衡和 ADL 有所改善,但需要进一步研究来验证这些视频游戏系统作为 CP 儿童康复补充的潜在益处。