Copyright
©The Author(s) 2023.
World J Clin Cases. Dec 26, 2023; 11(36): 8595-8602
Published online Dec 26, 2023. doi: 10.12998/wjcc.v11.i36.8595
Published online Dec 26, 2023. doi: 10.12998/wjcc.v11.i36.8595
Table 1 Components and tasks involved in the video game-based intervention
| Component | Movements | Game |
| Warm up | Upper limb movements side | Dance central: Poker face |
| Stepping | Kinect adventures: Space pop | |
| Marching | Motion explosion: Balance beam | |
| Balance | Single leg stance | Kinect adventures: 20000 leaks |
| Weight shifting | Kinect sports: Target kick | |
| Ice age 4: Slip slider | ||
| Strength | Kicking | Kinect sports: Target kick |
| Jumping | Kinect adventures: River rush | |
| Marching | Kinect sports: Hurdles | |
| Kinect sports: Sprint | ||
| Endurance | Combination of marching, squatting, jumping, and upper limb movements | Ice age 4: Glacier hopper |
| Kinect adventures: Rally ball | ||
| Cool down | Upper limb movements Stepping | Kinect adventures: Space pop Motion explosion: Balance beam |
Table 2 Changes after the video game-based therapy in muscle strength, gross motor, and quality of life
| Outcome measure | Pre-intervention | Post-intervention | Change (%) | |
| Muscle strength (N) | Left hip extensor | 199.3 | 541.3 | 34 (> 100) |
| Right hip extensor | 147.2 | 535.4 | 388.2 (> 100) | |
| Left hip abductor | 201.1 | 743.3 | 542.2 (> 100) | |
| Right hip abductor | 212.6 | 752.2 | 539.6 (> 100) | |
| Left knee extensor | 216.2 | 1017.9 | 801. (> 100) | |
| Right knee extensor | 290.1 | 1035.6 | 745.5 (> 100) | |
| GMFM-88 score | Dimension D standing (0-39) | 36 | 35 | 1 (2.7) |
| Dimension E walking, running, jumping (0-72) | 65 | 65 | - | |
| Walking distance (m) | 6 MWT | 368 | 450 | 82 (5.0) |
| Quality of life | PedsQL in physical (0-100) | 71.9 | 81.3 | 9.4 (13.0) |
| PedsQL in emotion (0-100) | 50.0 | 60.0 | 10 (20) | |
| PedsQL in social (0-100) | 35.0 | 65.0 | 30 (85.7) | |
| PedsQL in schooling (0-100) | 70.0 | 85.0 | 15 (21.4) | |
| PedsQL in total (0-100) | 58.7 | 73.9 | 15.2 (25.9) |
Table 3 The pros and cons between standard care and video game-based therapy for adolescents with cerebral palsy
| Standard care for cerebral palsy | Video game-based therapy for cerebral palsy | |
| Functional training; Facilitation of normal patterns of movement; Passive range of motion; Stretching exercise; Strengthening exercise; Positioning; Manual technique; Functional electrical stimulation; Splinting; Maintenance training | Refer to Table 1 | |
| Pros | Basic technique and well-known by physiotherapists; Most of the essential equipment available in the physiotherapy department | Active motor training with progressive challenges; Motivational and fun activities; Games were tailored to patients' ability, preference, and functional goals; Bi-weekly training with a structured program and assessments |
| Cons | Patients tend to get bored with repetitive treatment | Physiotherapists need to be trained on how to operate the games; Not all physiotherapy department has the equipment and space for the VBT |
- Citation: Mohd Iqbal HA, Ho WS, Zanudin A, Hisham H, Mohd Nordin NA. Effects of video game-based therapy in an adolescent with cerebral palsy: A case report. World J Clin Cases 2023; 11(36): 8595-8602
- URL: https://www.wjgnet.com/2307-8960/full/v11/i36/8595.htm
- DOI: https://dx.doi.org/10.12998/wjcc.v11.i36.8595
