2021
DOI: 10.1080/08990220.2021.1876016
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Randomised trial of virtual reality gaming and physiotherapy on balance, gross motor performance and daily functions among children with bilateral spastic cerebral palsy

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Cited by 32 publications
(47 citation statements)
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“…All studies measured balance using at least one instrument, and five studies used two or more instruments to assess patients' balance ( 9 , 53 56 ). Eight studies used the PBS assessment tool ( 41 , 43 , 51 53 , 55 , 57 , 59 ), five studies used the CoP Kinematics system (balance force plate) ( 19 , 41 , 48 , 50 , 53 ), three studies used the TUG ( 54 56 ), two studies used the BOTMP ( 9 , 49 ), and one study used the MABC-2 ( 58 ), FRT ( 56 ), MFRT ( 60 ), PRT ( 42 ) and DBT ( 54 ).…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…All studies measured balance using at least one instrument, and five studies used two or more instruments to assess patients' balance ( 9 , 53 56 ). Eight studies used the PBS assessment tool ( 41 , 43 , 51 53 , 55 , 57 , 59 ), five studies used the CoP Kinematics system (balance force plate) ( 19 , 41 , 48 , 50 , 53 ), three studies used the TUG ( 54 56 ), two studies used the BOTMP ( 9 , 49 ), and one study used the MABC-2 ( 58 ), FRT ( 56 ), MFRT ( 60 ), PRT ( 42 ) and DBT ( 54 ).…”
Section: Resultsmentioning
confidence: 99%
“…Although previous review studies showed improvements in gross motor skills and upper limb skills in children with CP, the evidence for their assessment was limited by studies including randomized controlled trials ( 39 , 40 ). Recent studies by Sajan et al, Pin et al, and Jha et al did not support the hypothesis that VR therapy is more effective than physical therapy for balance in children with CP ( 41 43 ). To date, there is no strong evidence from studies showing the effectiveness of VR therapy on balance in children with CP.…”
Section: Introductionmentioning
confidence: 95%
“…Virtual environments and wearable haptic devices can be viable alternatives to conventional therapy for improving upper extremity function in children with neuromotor impairments [30][31][32]. Although numerous studies investigated the use of VR technology (audio-visual feedback) [14,15,[18][19][20], studies on the use of haptic feedback (tactile/force feedback) along with VR for children with CP remain scarce, and the research is still in the nascent stage.…”
Section: Vr As Interventionmentioning
confidence: 99%
“…In 2021, Jha et al reported that VR gaming coupled with physiotherapy improved balance (as measured using the Pediatric Balance Scale and Kids-Mini-Balance Evaluation Systems Test) in bilateral CP, but they did not find VR gaming with physiotherapy significantly superior to physiotherapy alone in improving gross motor function (as measured using the Gross Motor Function Measure-88) and routine functioning (as measured using the Wee-Functional Independence Measure). In Jha et al's study, each exercise session lasted for 60 minutes, and a single session was conducted every day for four days a week over a period of six weeks [ 18 ]. In another recently published study, Avcil et al conducted a study incorporating 60 minutes of VR intervention for three days per week over a period of eight weeks and concluded that V-based gaming has a superior effect on manual dexterity (as measured using the Minnesota Manual Dexterity Test) in children with CP compared with physiotherapy based on neurodevelopmental treatment.…”
Section: Reviewmentioning
confidence: 99%
“…Game-based rehabilitation approaches have the potential to improve clinical outcomes and enhance the active participation of children with neuromotor deficits [ 12 , 23 , 24 ]. However, there are only a small number of exercise games available for either commercial gaming systems or custom exergaming systems.…”
Section: Introductionmentioning
confidence: 99%