Active Video Games as an Adjunct to Physical Therapy for Children with Cerebral Palsy

Active Video Games as an Adjunct to Physical Therapy for Children with Cerebral Palsy

Aim: to examine the type and frequency of functionalmovements elicited by children with cerebral palsy (CP)and typically developing (TD) children when playing active video games. The intent was to determine if thesegames could be used to supplement physical therapyprograms. Method: A Delphi group of physical therapistsdeveloped a list of 18 functional movements typicallyprescribed for home-based therapy. Subsequently, thetherapists identified six active video games that werelikely to elicit these movements. The type and frequency of movements produced by children aged 5-11 years(four CP, GMFCS Level 1 or 2; and four TD) playing thesegames was coded from videotape. Results: The mostcommonly observed movements were lateral weight shifts, stepping with a weight shift, lateral trunk flexion,and reaching forward. The rate of functional movementsper minute varied between the games; however a seriesof independent t-tests revealed this rate did not differbetween the CP and TD groups. Children with CP and TDchildren often used different movements to play thesegames. Children with CP were able to play the gamessuccessfully and they reported generally enjoying thegames. Conclusion: These findings suggest that activevideo games could be used to supplement physical therapy. However, therapists need to observe the movementresponses elicited by the child playing the games ratherthan presuming that particular functional movementswould be performed.

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