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Effects of a Gaming Platform on Balance Training for Children With Cerebral Palsy

Hsieh, Hsieh-Chun, PhD, OTR

doi: 10.1097/PEP.0000000000000521
RESEARCH REPORTS

Purpose: A platform requiring multidimensional trunk movement facilitated postural balance in children with cerebral palsy.

Methods: The intervention group (n = 20) received 12 weeks of playing personal computer (PC) games using the platform, and the control group (n = 20) played the same games using a computer mouse. Outcomes were center–of-pressure sway, the Berg Balance Scale (BBS), Fullerton Advanced Balance Scale (FAB), and Timed Up and Go (TUG) test scores.

Results: There were significant interactions between groups and time. There was a significant between-group difference in center-of-pressure sway excursion, BBS test, and TUG test over time. Participants in the intervention group had better balance performance compared with the control group.

Conclusion: Balance training using a PC gaming platform may improve exercise compliance and enhance recovery of balance in children with cerebral palsy.

A study using a platform requiring multidimensional trunk movement that facilitated postural balance in children with cerebral palsy.

Department of Special Education, National Tsing Hua University, Hsinchu City, Taiwan.

Correspondence: Hsieh-Chun Hsieh, PhD, OTR, Department of Special Education, National Tsing Hua University, N0. 521, Nanda Rd, Hsinchu City, Taiwan 300 (elsajj@mail.nd.nthu.edu.tw).

The author declares no conflicts of interest.

Copyright © 2018 Academy of Pediatric Physical Therapy of the American Physical Therapy Association