A PHP Error was encountered

Severity: Warning

Message: file_get_contents(https://...@pubfacts.com&api_key=b8daa3ad693db53b1410957c26c9a51b4908&a=1): Failed to open stream: HTTP request failed! HTTP/1.1 429 Too Many Requests

Filename: helpers/my_audit_helper.php

Line Number: 176

Backtrace:

File: /var/www/html/application/helpers/my_audit_helper.php
Line: 176
Function: file_get_contents

File: /var/www/html/application/helpers/my_audit_helper.php
Line: 250
Function: simplexml_load_file_from_url

File: /var/www/html/application/helpers/my_audit_helper.php
Line: 1034
Function: getPubMedXML

File: /var/www/html/application/helpers/my_audit_helper.php
Line: 3152
Function: GetPubMedArticleOutput_2016

File: /var/www/html/application/controllers/Detail.php
Line: 575
Function: pubMedSearch_Global

File: /var/www/html/application/controllers/Detail.php
Line: 489
Function: pubMedGetRelatedKeyword

File: /var/www/html/index.php
Line: 316
Function: require_once

Intensive Training with Virtual Reality on Mobility in Adolescents with Cerebral Palsy-Single Subject Design. | LitMetric

Intensive Training with Virtual Reality on Mobility in Adolescents with Cerebral Palsy-Single Subject Design.

Int J Environ Res Public Health

Graduate Program in Rehabilitation Sciences and Physical Functional Performance, Physical Therapy School, Universidade Federal de Juiz de Fora (UFJF), Juiz de Fora 36038-330, Brazil.

Published: October 2021

AI Article Synopsis

  • The study evaluated the effects of a two-week virtual reality intervention using Nintendo Wii games on adolescents with cerebral palsy (CP).
  • Four participants aged 15-18 years engaged in six sessions per week, focusing on various physical outcomes including balance, gait speed, and mobility.
  • Results showed significant improvements in gross motor functioning and balance, indicating that short-term, intensive game-based therapy can be beneficial for adolescents with CP.

Article Abstract

Purpose: To evaluate the effects of a short-term intensive virtual reality intervention in adolescents with cerebral palsy (CP).

Methods: Single-subject design, type A-B-follow-up, with four participants (P) with CP, 15-18 years, GMFCS level II. A two-week intervention phase was performed with twelve Nintendo Wii games in six sessions (90 min) per week. Outcome variables were semi-static balance (Pressure Center Oscillation-PCO), gait speed (Ten Meter Walk Test at usual speed-TMWT-U; and fast speed-TMWT-F), mobility (Timed Up and Go test-TUG), endurance (sit-to-stand test 5 times-STS-5), and gross motor activity (Gross Motor Function Measure-GMFM).

Results: Statistical improvements were observed in GMFM-D (P2-P3), TMWT-F (P2-P3-P4) and TMWT-U (P2), STS-5 (P3-P4), TUG (P3), and PCO (P2-P3), assessed by level, trend, latency, and visual inspection to analyze change.

Conclusions: This study shows that a short-term intensive intervention using Nintendo Wii-based games in adolescents, GMFCS level II, can be an effective therapy, leading to some recovery of functioning in these young people.

Download full-text PDF

Source
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC8508310PMC
http://dx.doi.org/10.3390/ijerph181910455DOI Listing

Publication Analysis

Top Keywords

virtual reality
8
adolescents cerebral
8
short-term intensive
8
gmfcs level
8
gross motor
8
intensive training
4
training virtual
4
reality mobility
4
mobility adolescents
4
cerebral palsy-single
4

Similar Publications

Want AI Summaries of new PubMed Abstracts delivered to your In-box?

Enter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!