Selimoğlu Ayneli Zeynep, Tuna Filiz, Karal Yasemin, Tuna Hakan
Physiotherapy Program, University of Health Sciences, İstanbul, Türkiye.
Department of Physical Medicine and Rehabilitation, Trakya University Faculty of Medicine, Edirne, Türkiye.
Turk J Phys Med Rehabil. 2025 May 27;71(2):237-249. doi: 10.5606/tftrd.2025.12897. eCollection 2025 Jun.
This study aimed to compare the effects of Neurodevelopmental Treatment Approach-Bobath (NDT-B) and Nintendo Wii Fit balance-based video games on balance, motor skills, and functionality in individuals with ambulatory cerebral palsy (CP) and to examine the long-term the effects of Wii Fit balance-based video games and NDT-B.
A total of 20 individuals with ambulatory CP were included in the randomized-controlled study between June 2018 and September 2019. The participants were randomized into two groups: the Nintendo Wii Fit balance-based video games group (Wii group; 8 males, 2 females; mean age: 13.0±3.3 years; range: 5 to 18 years) and the NDT-B group (control group; 8 males, 2 females; mean age: 9.3±3.9 years; range: 5 to 18 years). Personalized NDT-B was applied to both groups for a total of 12 sessions. Personalized posture and balance activities were applied to the control group, while Nintendo Wii Fit balance-based video games were applied to the Wii group. Motor and functional tests were used for the assessment of functional status and abilities. Balance tests and Nintendo Wii Fit balance assessment were used for balance assessment. The outcomes were recorded before treatment, after treatment, and three months after treatment.
Static balance improved in both groups, with the effect sustained after three months in the control group (p<0.05). At the end of the treatment, the decrease in Timed Up and Go test and the increase in Sit-to-Stand test scores were significant in the Wii group, and these improvements were sustained at three months following the treatment (p<0.05). There was a significant increase in the game scores for balance, weight shift, and walking speed at the end of the treatment (p<0.05).
The current study results suggest that Wii Fit balance-based video games can be used as an additional and complementary therapy to the NDT-B treatment program in the rehabilitation of individuals with CP with sustainable clinical effects in the long-term.
本研究旨在比较神经发育治疗法-博巴斯疗法(NDT-B)和基于任天堂Wii Fit平衡的视频游戏对非卧床型脑瘫(CP)患者平衡能力、运动技能和功能的影响,并研究基于Wii Fit平衡的视频游戏和NDT-B的长期效果。
2018年6月至2019年9月,共有20名非卧床型CP患者纳入了这项随机对照研究。参与者被随机分为两组:基于任天堂Wii Fit平衡的视频游戏组(Wii组;8名男性,2名女性;平均年龄:13.0±3.3岁;范围:5至18岁)和NDT-B组(对照组;8名男性,2名女性;平均年龄:9.3±3.9岁;范围:5至18岁)。两组均接受了共12节个性化的NDT-B治疗。对照组进行个性化的姿势和平衡活动,而Wii组则进行基于任天堂Wii Fit平衡的视频游戏。使用运动和功能测试来评估功能状态和能力。使用平衡测试和任天堂Wii Fit平衡评估来进行平衡评估。在治疗前、治疗后和治疗后三个月记录结果。
两组的静态平衡均得到改善,对照组在三个月后效果持续(p<0.05)。治疗结束时,Wii组的定时起立行走测试成绩下降,坐立测试成绩上升显著,且这些改善在治疗后三个月仍持续(p<0.05)。治疗结束时,平衡、体重转移和步行速度的游戏得分显著增加(p<0.05)。
当前研究结果表明,基于Wii Fit平衡的视频游戏可作为NDT-B治疗方案的补充疗法,用于CP患者的康复,长期具有可持续的临床效果。