Graduate School of Kyungnam University, Changwon, Republic of Korea.
Kangwon National University, Samcheok, Republic of Korea.
Dev Neurorehabil. 2021 Apr;24(3):159-165. doi: 10.1080/17518423.2020.1819458. Epub 2020 Sep 27.
The Kinect video game (KVG) has received attention as an intervention method for cerebral palsy (CP). However, evidence remains limited.
To investigate the effects of training using Xbox Kinect on lower extremity motor function, balance, and gait in adolescents with spastic diplegia CP.
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.
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.
KVG training might be an effective intervention for the rehabilitation of adolescents with spastic diplegia CP.
视频游戏(KVG)已作为脑瘫(CP)的干预方法受到关注。然而,证据仍然有限。
研究使用 Xbox Kinect 进行训练对痉挛性双瘫 CP 青少年下肢运动功能、平衡和步态的影响。
这是一项前瞻性随机对照试验。10 名参与者被随机分配到 KVG 训练组(n=5)或常规训练(CT)组(n=5)。使用选择性控制下肢评估(SCALE)工具、儿科平衡量表(PBS)和步态分析系统(GAITRite)进行结果测量。
在组间比较中,与 CT 组相比,KVG 组在 SCALE 的所有项目(右髋关节外展除外)和 PBS 评分方面均显示出显著改善。
KVG 训练可能是痉挛性双瘫 CP 青少年康复的有效干预措施。