Decavele Sophie, Ortibus Els, Van Campenhout Anja, Molenaers Guy, Jansen Bart, Omelina Lubos, Franki Inge
CP Reference Centre, University Hospital Leuven, Leuven, Belgium.
Department of Development and Regeneration, University of Leuven (KU Leuven), Leuven, Belgium.
Games Health J. 2020 Jul 2. doi: 10.1089/g4h.2019.0097.
Cerebral palsy (CP) is the most common cause of permanent neurological disabilities in children. Many children require long-term daily physiotherapy (PT), and videogaming is a promising tool to increase motivation in rehabilitation. The short- and medium-term effects of an intervention with rehabilitation specific videogames were evaluated on individually defined therapy goals, gross motor function, and motivation. Thirty-two children with bilateral spastic CP, Gross Motor Function Classification level III-IV, and 6-15 years were randomized into an intervention group (regular PT and gaming) or a control group (regular PT), followed by a crossover. The effects of both training periods (each 12 weeks) were compared using the Goal Attainment Scale (GAS), Trunk Control Measurement Scale (TCMS), Pediatric Balance Scale (PBS), Gross Motor Function Measure-88 (GMFM-88), and Dimensions of Mastery Motivation Questionnaire (DMQ). After 3 months follow-up, children were retested using the GMFM, TCMS, and PBS. The GAS change scores were significantly higher after the intervention compared to the control period (8.5 and 2.4, < 0.001). The change scores for standing exercises (3.85 and 0.22, = 0.04) and dynamic sitting balance (5.9 and -1.7, < 0.001) were also significantly higher. After 3 months follow-up the results did not persist. A combined approach of regular PT and rehabilitation specific gaming showed significant effects on individually defined therapy goals, dynamic sitting balance, and standing exercises. However, the lack of persistent effect indicates that continuous individual goal-oriented PT with the addition of gaming is needed.
脑瘫(CP)是儿童永久性神经残疾的最常见原因。许多儿童需要长期每日进行物理治疗(PT),而电子游戏是提高康复积极性的一种有前景的工具。针对个体确定的治疗目标、粗大运动功能和积极性,评估了使用康复专用电子游戏进行干预的短期和中期效果。32名双侧痉挛性脑瘫、粗大运动功能分级为III-IV级且年龄在6至15岁的儿童被随机分为干预组(常规PT和游戏)或对照组(常规PT),随后进行交叉试验。使用目标达成量表(GAS)、躯干控制测量量表(TCMS)、儿科平衡量表(PBS)、粗大运动功能测量-88(GMFM-88)和掌握动机问卷维度(DMQ)比较了两个训练期(各12周)的效果。随访3个月后,使用GMFM、TCMS和PBS对儿童进行重新测试。与对照期相比,干预后GAS变化得分显著更高(8.5和2.4,<0.001)。站立练习(3.85和0.22,=0.04)和动态坐位平衡(5.9和-1.7,<0.001)的变化得分也显著更高。随访3个月后,结果未持续。常规PT和康复专用游戏的联合方法对个体确定的治疗目标、动态坐位平衡和站立练习显示出显著效果。然而,缺乏持续效果表明需要持续进行以个体目标为导向的PT并增加游戏。