Faculdade de Ciências Exatas e da Engenharia, Universidade da Madeira, Funchal, Portugal.
Madeira Interactive Technologies Institute, Universidade da Madeira, Funchal, Portugal.
Disabil Rehabil Assist Technol. 2023 Oct;18(7):1074-1083. doi: 10.1080/17483107.2021.1980623. Epub 2021 Sep 30.
To understand the impact of an intensive rehabilitation program based on exergames in balance and lower limb function in a teenager with cerebral palsy.
The rehabilitation program comprised different customised exergames and was delivered in 5 weekly sessions of 30 min for 4 weeks. Pre-, post-, and 1-month Follow-up assessments included the following metrics: Berg Balance Scale (BBS), Dynamic Gait Index (DGI), Gross Motor Function Measure (GMFM), Posturography, and Gait analysis.
We observed increased scores after the intervention of 9/72 points in GMF - Module E (Walk, Run and Jump) and of 9/56 points in BBS, sustained at Follow-up. Changes in function, specifically in the quality and independence of the performance of specific movements such as turning 360°, increased distance reaching forward, walk behind, step over obstacles, and step stairs up and down were also observed. Gait kinematics and Spatio-temporal parameters tended to get closer to the 50 percentile.
We observed positive changes in motor function of a teenager with cerebral palsy, with sustained increased scores at a 1-month Follow-up. Findings are suggestive that intensive rehabilitation programs using exergames with high customisation features are a potentially valuable rehabilitation tool for training balance in teenagers with Cerebral Palsy.Implications for rehabilitationExergames may be a useful for providing balance training for teenagers who have a mixed form of cerebral palsy.Exergames that require body displacement may be suitable for modulating gait kinematics and spatio-temporal parameters.The customisation of virtual rehabilitation tools seems to impact the motivation and effort of the user positively.
了解基于健身游戏的强化康复方案对脑瘫青少年平衡和下肢功能的影响。
康复方案包括不同的定制健身游戏,并在 4 周内每周进行 5 次、每次 30 分钟的治疗。在治疗前、治疗后和 1 个月的随访评估中,我们使用了 Berg 平衡量表(BBS)、动态步态指数(DGI)、粗大运动功能测量(GMFM)、姿势描记术和步态分析来评估以下指标。
我们观察到干预后 GMF 模块 E(走、跑和跳)的评分增加了 9/72 分,BBS 的评分增加了 9/56 分,并且在随访中保持不变。功能上的变化,特别是在特定运动(如 360°转身、向前伸展距离、后退走、跨越障碍物、上下楼梯等)的质量和独立性方面,也得到了改善。步态运动学和时空参数也趋向于接近第 50 百分位数。
我们观察到一名脑瘫青少年的运动功能有了积极的变化,在 1 个月的随访中,评分持续增加。研究结果表明,使用具有高度定制化功能的健身游戏进行强化康复方案可能是一种有价值的康复工具,可用于训练脑瘫青少年的平衡能力。
健身游戏可能是为混合性脑瘫青少年提供平衡训练的有用方法。需要身体位移的健身游戏可能适合调节步态运动学和时空参数。虚拟康复工具的定制似乎对用户的动机和努力产生积极影响。