Virtual Reality Practice, Computer Games, and Improvement of Cerebral Palsy Balance: A Single Subject Study

Introduction: Virtual reality is a novel technology which creates attractive environment using computer hardware and software. In these virtual realities people can actively participate and use their motor and cognitive abilities. Current study aimed at investigating effect of virtual reality on th...

Full description

Bibliographic Details
Main Authors: Samira Boroumand, Afsoon Hassani Mehraban, Mahdi Dadgou, Parvin Raji
Format: Article
Language:English
Published: Tehran University of Medical Sciences 2017-01-01
Series:Journal of Modern Rehabilitation
Subjects:
Online Access:https://jmr.tums.ac.ir/index.php/jmr/article/view/74
id doaj-fd59b0f5c4d4485293394ffbab0a5a3b
record_format Article
spelling doaj-fd59b0f5c4d4485293394ffbab0a5a3b2020-11-25T04:05:20ZengTehran University of Medical SciencesJournal of Modern Rehabilitation2538-385X2538-38682017-01-0111110.18869/nirp.jmr.11.1.23Virtual Reality Practice, Computer Games, and Improvement of Cerebral Palsy Balance: A Single Subject StudySamira Boroumand0Afsoon Hassani Mehraban1Mahdi Dadgou2Parvin Raji3Master Student, Department of Occupational Therapy, School of Rehabilitation Sciences, Iran University of Medical Sciences, Tehran, Iran.Associate Professor, Department of Occupational Therapy, School of Rehabilitation Sciences, Iran University of Medical Sciences, Tehran, Iran.Assistant Professor, Department of Physical Therapy, School of Rehabilitation Sciences, Iran University of Medical Sciences, Tehran, Iran.PhD Candidate, Department of Occupational Therapy, School of Rehabilitation, Tehran University of Medical Sciences, Tehran, Iran. Introduction: Virtual reality is a novel technology which creates attractive environment using computer hardware and software. In these virtual realities people can actively participate and use their motor and cognitive abilities. Current study aimed at investigating effect of virtual reality on the balance of children with cerebral palsy. Material and Methods: This research is a single subject study with ABA design conducted on three children with cerebral palsy (GMFCSΙ level). Basic phase and intervention phase of investigation lasted for 2 and 4 weeks, respectively. Intervention sessions were repeated 3 times per week like base line phase. In each intervention session, children performed different computer games for 21 minutes. These games require center of pressure displacement in the frontal and sagittal planes. Follow-up phase was implemented 2 to 3 months after completion of intervention phase. Changes were measured using following measurement tools: pediatric reach test (PRT), Timed Up and Go (TUG), 10-meter walking (10MW) and subtest of balance and lower limb strength test, including Bruininks-Oseretsky of Motor Proficiency (BOMP). Finally results were investigated using visual analysis and C Statistics. Results: Comparison of PRT tests and subtest of balance and lower limb strength test, including BOMP suggested significant improvement in static balance (P=0.000), jumping ability, and dynamic balance of children participating in the research and durability of this improvement in follow-up phase, though investigation of TUG and 10MW test results showed no significant improvement. Conclusion: Results in this research showed that using virtual reality can improve balance in children with cerebral palsy. https://jmr.tums.ac.ir/index.php/jmr/article/view/74Virtual realityBalanceChildCerebral palsy
collection DOAJ
language English
format Article
sources DOAJ
author Samira Boroumand
Afsoon Hassani Mehraban
Mahdi Dadgou
Parvin Raji
spellingShingle Samira Boroumand
Afsoon Hassani Mehraban
Mahdi Dadgou
Parvin Raji
Virtual Reality Practice, Computer Games, and Improvement of Cerebral Palsy Balance: A Single Subject Study
Journal of Modern Rehabilitation
Virtual reality
Balance
Child
Cerebral palsy
author_facet Samira Boroumand
Afsoon Hassani Mehraban
Mahdi Dadgou
Parvin Raji
author_sort Samira Boroumand
title Virtual Reality Practice, Computer Games, and Improvement of Cerebral Palsy Balance: A Single Subject Study
title_short Virtual Reality Practice, Computer Games, and Improvement of Cerebral Palsy Balance: A Single Subject Study
title_full Virtual Reality Practice, Computer Games, and Improvement of Cerebral Palsy Balance: A Single Subject Study
title_fullStr Virtual Reality Practice, Computer Games, and Improvement of Cerebral Palsy Balance: A Single Subject Study
title_full_unstemmed Virtual Reality Practice, Computer Games, and Improvement of Cerebral Palsy Balance: A Single Subject Study
title_sort virtual reality practice, computer games, and improvement of cerebral palsy balance: a single subject study
publisher Tehran University of Medical Sciences
series Journal of Modern Rehabilitation
issn 2538-385X
2538-3868
publishDate 2017-01-01
description Introduction: Virtual reality is a novel technology which creates attractive environment using computer hardware and software. In these virtual realities people can actively participate and use their motor and cognitive abilities. Current study aimed at investigating effect of virtual reality on the balance of children with cerebral palsy. Material and Methods: This research is a single subject study with ABA design conducted on three children with cerebral palsy (GMFCSΙ level). Basic phase and intervention phase of investigation lasted for 2 and 4 weeks, respectively. Intervention sessions were repeated 3 times per week like base line phase. In each intervention session, children performed different computer games for 21 minutes. These games require center of pressure displacement in the frontal and sagittal planes. Follow-up phase was implemented 2 to 3 months after completion of intervention phase. Changes were measured using following measurement tools: pediatric reach test (PRT), Timed Up and Go (TUG), 10-meter walking (10MW) and subtest of balance and lower limb strength test, including Bruininks-Oseretsky of Motor Proficiency (BOMP). Finally results were investigated using visual analysis and C Statistics. Results: Comparison of PRT tests and subtest of balance and lower limb strength test, including BOMP suggested significant improvement in static balance (P=0.000), jumping ability, and dynamic balance of children participating in the research and durability of this improvement in follow-up phase, though investigation of TUG and 10MW test results showed no significant improvement. Conclusion: Results in this research showed that using virtual reality can improve balance in children with cerebral palsy.
topic Virtual reality
Balance
Child
Cerebral palsy
url https://jmr.tums.ac.ir/index.php/jmr/article/view/74
work_keys_str_mv AT samiraboroumand virtualrealitypracticecomputergamesandimprovementofcerebralpalsybalanceasinglesubjectstudy
AT afsoonhassanimehraban virtualrealitypracticecomputergamesandimprovementofcerebralpalsybalanceasinglesubjectstudy
AT mahdidadgou virtualrealitypracticecomputergamesandimprovementofcerebralpalsybalanceasinglesubjectstudy
AT parvinraji virtualrealitypracticecomputergamesandimprovementofcerebralpalsybalanceasinglesubjectstudy
_version_ 1724434513317068800