Ziab Hussein, Saleh Soha, Talebian Saeed, Olyaei Golamreza, Mazbouh Rami, Sarraj Ahmad Rifai, Hadian Mohamad Reza
Department of Physiotherapy, Faculty of Public Health, Lebanese University, Beirut, Lebanon.
Department of Physiotherapy, School of Rehabilitation, Tehran University of Medical Sciences, Tehran, Iran.
J Pediatr Rehabil Med. 2024 Sep;17(3):353-368. doi: 10.3233/PRM-220120.
The purpose of this study was to compare the clinical efficacy of a virtual reality rehabilitation-based training (VRT) with balance-specific training (BST) and conventional training (CT) on the balance and gross motor functions (GMF) of children with cerebral palsy (CwCP).
This study was a double blinded, randomized controlled trial. Participants were recruited from different CP rehabilitation centers and clinics and were then randomly allocated using the block randomization method into three groups: (1) group 1 (VRT using a set of Xbox 360 games that triggered balance), (2) group 2 (BST applying a protocol of 13 exercises to enhance balance in different conditions), and (3) control group 3 (CT using traditional physiotherapy techniques). All groups received 18 sessions over six weeks, three sessions per week, each lasting 60 minutes. Participants were assessed at three timepoints (baseline, post-treatment, and follow-up) using the Pediatric Balance Scale (PBS), the Gross Motor Function Measure (GMFM D & E), the Five Times Sit-To-Stand Test, and upper and lower segments' center of mass (COM) displacement (U and L).
A total of 46 CwCP participated in this study. The repeated measures ANOVA revealed a statistically significant difference between groups in the dependent variables, except for the GMFM (D & E) and the PBS ( < 0.05 and partial = 0.473). The test showed a statistically significant difference in favor of the VRT group compared to other groups in terms of right UCOM ( < 0.05) with a large effect size of the time*group interaction (partial = 0.87). Moreover, there was a statistically significant effect of time (i.e., baseline to post-treatment and baseline to follow-up) with F (18, 23) = 59.954, < 0.05, Wilks' lambda = 0.021, partial = 0.979.
The findings revealed that VRT was not superior to BST in the rehabilitation of balance and GMF in CwCP aged four to 12 years. However, when compared to CT, better results were reported. Furthermore, it appears that customized programs lead to greater improvements in balance than commercial programs. Future studies are needed to assess the physiological effects of the three types of rehabilitation interventions using more advanced measurement tools, such as functional magnetic resonance imaging, following VRT protocols.
本研究旨在比较基于虚拟现实康复训练(VRT)、平衡专项训练(BST)和传统训练(CT)对脑瘫患儿(CwCP)平衡和粗大运动功能(GMF)的临床疗效。
本研究为双盲随机对照试验。参与者从不同的脑瘫康复中心和诊所招募,然后采用区组随机化方法随机分为三组:(1)第1组(使用一组可触发平衡的Xbox 360游戏进行VRT),(2)第2组(应用13项练习方案在不同条件下增强平衡的BST),以及(3)第3对照组(使用传统物理治疗技术的CT)。所有组在六周内接受18次治疗,每周三次,每次持续60分钟。使用小儿平衡量表(PBS)、粗大运动功能测量(GMFM D&E)、五次坐立试验以及上下肢质心(COM)位移(U和L)在三个时间点(基线、治疗后和随访)对参与者进行评估。
共有46名CwCP参与了本研究。重复测量方差分析显示,除GMFM(D&E)和PBS外,各变量在组间存在统计学显著差异(<0.05,偏η² = 0.473)。检验显示,与其他组相比,VRT组在右侧UCOM方面有统计学显著差异(<0.05),时间*组交互作用的效应量较大(偏η² = 0.87)。此外,时间(即从基线到治疗后以及从基线到随访)有统计学显著效应,F(18, 23) = 59.954,<0.05,威尔克斯λ = 0.021,偏η² = 0.979。
研究结果显示,在4至12岁CwCP的平衡和GMF康复中,VRT并不优于BST。然而,与CT相比,VRT报告的结果更好。此外,定制方案似乎比商业方案能带来更大的平衡改善。未来需要开展研究,使用更先进的测量工具,如功能磁共振成像,按照VRT方案评估这三种康复干预的生理效应。