Physiotherapy Department, Institute of Medical Rehabilitation, Islamabad, Pakistan.
Riphah College of Rehabilitation and Allied Health Sciences, Riphah International University, Islamabad, Pakistan.
Games Health J. 2022 Jun;11(3):168-176. doi: 10.1089/g4h.2021.0128. Epub 2022 Mar 14.
To determine the effects of augmented reality (AR) interventions on the upper extremity's (UE's) range of motion (ROM) and muscle strength in children with spastic hemiplegic cerebral palsy (SHCP). Thirty children with SHCP, aged 6 to 12 years, were randomly divided into three interventional groups. Each group received an AR game that is, Balance It, Bubble Pop, or Scoop'd (WonderTree, Pakistan). The UE's ROM and muscle strength were assessed at the baseline and after 8 weeks of intervention through goniometer and manual muscle testing, respectively. Paired-sample -test and Wilcoxon signed-rank test were used for analyzing the changes in ROM and muscle strength within the groups respectively. One-way analysis of variance (ANOVA) and Tukey's test were used for the differences in ROM, whereas the Kruskal-Wallis test was used for the differences in muscle strength, between the groups. Within-group analysis revealed that all the groups significantly improved in ROM of the majority of joints and in the strength of various muscles of UE ( < 0.05). The elbow extension ROM was significantly different when a comparison was made between the interventional groups ( < 0.05). Balance It group showed more significant improvement in the elbow extension ROM as compared with the Scoop'd group. However, the comparison between the groups showed no significant difference in the muscle strength of UE ( > 0.05). The AR games intervention was beneficial and effective for improving the ROM of majority of the joints and strength of various muscles of UE in children with SHCP. Clinical Trial Registration number: NCT04171232.
探讨增强现实(AR)干预对痉挛性偏瘫脑瘫(SHCP)患儿上肢(UE)活动范围(ROM)和肌肉力量的影响。
将 30 名 6-12 岁的 SHCP 患儿随机分为 3 个干预组,每组接受一种 AR 游戏,即 Balance It、Bubble Pop 或 Scoop'd(WonderTree,巴基斯坦)。使用量角器和手动肌肉测试分别在基线和干预 8 周后评估 UE 的 ROM 和肌肉力量。使用配对样本 t 检验和 Wilcoxon 符号秩检验分别分析组内 ROM 和肌肉力量的变化。使用单因素方差分析(ANOVA)和 Tukey 检验分析 ROM 的差异,而使用 Kruskal-Wallis 检验分析肌肉力量的差异。
组内分析显示,所有组在大多数关节的 ROM 和 UE 各肌肉的力量均有显著改善( < 0.05)。干预组之间的肘部伸展 ROM 存在显著差异( < 0.05)。与 Scoop'd 组相比,Balance It 组在肘部伸展 ROM 方面的改善更为显著。然而,组间比较在 UE 的肌肉力量方面无显著差异( > 0.05)。
AR 游戏干预对改善 SHCP 患儿 UE 的大多数关节 ROM 和各肌肉力量是有益且有效的。临床试验注册号:NCT04171232。