2021
DOI: 10.1111/dmcn.14947
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Nintendo Wii Balance Board therapy for postural control in children with cerebral palsy: a systematic review and meta‐analysis

Abstract: Aim To analyse the efficacy of Nintendo Wii therapy (NWT) on functional balance in children with cerebral palsy (CP). Method A systematic review with meta‐analysis (PROSPERO identification number CRD42020169510) was performed using randomized controlled trials (RCTs) that examined the effect of NWT on functional, dynamic, and static balance in children with CP, assessed with the Pediatric Balance Scale, the Timed Get Up and Go Test, and the One Leg Stance Test respectively. The pooled effect was calculated usi… Show more

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Cited by 37 publications
(34 citation statements)
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References 94 publications
(328 reference statements)
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“…Neuronal plasticity decreases with age and with the duration of MS [76], so it is important to apply active and multisensory therapies in the first years of MS diagnosis, when patients are young. The multisensory experience produced by VR and the active participation of the patients to perform the therapy through videogames [23] could activate the mirror neuron system (MNS). The MNS, located in the frontal (inferior frontal gyrus) and parietal (inferior parietal lobe) lobes [77], is activated during the execution of a motor action and when an individual observes an action in other subjects [78].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Neuronal plasticity decreases with age and with the duration of MS [76], so it is important to apply active and multisensory therapies in the first years of MS diagnosis, when patients are young. The multisensory experience produced by VR and the active participation of the patients to perform the therapy through videogames [23] could activate the mirror neuron system (MNS). The MNS, located in the frontal (inferior frontal gyrus) and parietal (inferior parietal lobe) lobes [77], is activated during the execution of a motor action and when an individual observes an action in other subjects [78].…”
Section: Discussionmentioning
confidence: 99%
“…According to the level of immersion, different modalities of VR may be used in neurorehabilitation, with non-immersive VR (niVR) being the most used VR system in neurorehabilitation to date. In such a case, a virtual scenario is projected onto a screen and patients interact with it by using a mouse or joystick [23]. Nintendo ® Wii, Kinect ® , and games designed for computers or sensors such as Leap Motion ® are considered niVR.…”
Section: Introductionmentioning
confidence: 99%
“…Moreover, VR-empowered exercise has been shown to have an observable positive impact on the recovery of balancing ability in youths with cerebral palsy (CP) [ 23 , 24 ]. By providing sports scenes in VR, these solutions provide a real-time interactive experience, with duplicated multi-channel senses for virtual training, but with low injury risks.…”
Section: Related Workmentioning
confidence: 99%
“…Immersive VR (iVR) uses headsets to display 3D digital images at 360 • that simulate any scenario with high realism, allowing patients to interact with this virtual environment using a hand controller or their own hands [32]. Non-immersive VR (niVR) is considered more accessible and inexpensive than iVR and enables patients to visualize virtual environments in 2D projected onto a screen and interact with them through the use of a mouse, keyboard or joysticks [33,34]. VRBT is considered a useful intervention along with CT for neurological [35] or musculoskeletal disorders [36] that can be used at home, thereby favoring patient accessibility to physiotherapy protocols (telephysiotherapy), which has been especially important during the COVID-19 pandemic [37].…”
Section: Introductionmentioning
confidence: 99%