Effect of a Virtual Reality-Mediated Gamified Rehabilitation Program on Upper Limb Functions in Children With Hemiplegic Cerebral Palsy: A Prospective, Randomized Controlled Study.

Am J Phys Med Rehabil

From the Department of Physical Medicine and Rehabilitation, Ministry of Health, University of Health Science, Kanuni Sultan Suleyman Research and Training Hospital, Istanbul, Turkey (AKM); and Department of Physical Medicine and Rehabilitation, Istanbul Faculty of Medicine, Istanbul University, Istanbul, Turkey (NC, SA, ARA).

Published: March 2023

AI Article Synopsis

  • * It involved 36 children split into two groups, where the virtual reality group received both traditional exercises and virtual reality rehabilitation, while the control group only did the exercises.
  • * Results showed that the virtual reality group experienced significant improvements in hand function assessment, quality of life, and joint motion range, indicating the effectiveness of this rehabilitation approach.

Article Abstract

Objective: The aim of the study is to investigate the effects of a virtual reality-mediated gamified rehabilitation program on upper limb functions, skills, range of motion, muscle tone, and quality of life in children with hemiplegic cerebral palsy.

Design: This prospective, randomized, and controlled study included 36 children with hemiplegic cerebral palsy. Children were randomized into two groups, the virtual reality group ( n = 18) and the control group ( n = 18). Stretching and range-of-motion exercises were performed on the affected upper limb of the children in both groups. In addition to this exercise program, in the virtual reality group, virtual reality-mediated upper limb rehabilitation was performed under supervision. The children were assessed at baseline and 1 and 3 mos after the intervention.

Results: There was a significant increase in Assisting Hand Assessment, ABILHAND-Kids, Quality of Upper Extremity Skills Test, and KINDL values in the virtual reality group. In addition, there were significant increases in the active joint range of motion of the finger flexion, wrist flexion, pronation, and supination in the virtual reality group.

Conclusions: In this study, it was determined that upper limb function, quality of life, and active joint range of motion of the children with hemiplegic cerebral palsy were increased with virtual reality-mediated upper limb rehabilitation.

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Source
http://dx.doi.org/10.1097/PHM.0000000000002060DOI Listing

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