Rehabilitation in cerebral palsy with Nintendo™ Wii® associated with Wii Fit®

Authors

  • Juliane Diniz Rossi Universidade Federal de Santa Maria
  • Giselle de Camargo Oliveira Universidade Federal de Santa Maria
  • Thais Helena Oliveira Böck Universidade Federal de Santa Maria
  • Claudia Morais Trevisan

DOI:

https://doi.org/10.5585/conssaude.v14n2.5504

Keywords:

Video games, Cerebral palsy, Physical therapy modalities.

Abstract

Introduction: Cerebral palsy is a group of permanent disorders of movement and posture causing activity limitation. Objective: To assess the effect of virtual reality in gross motor function and balance in cerebral palsy. Methods: Ten subjects between 7 and 14 years old were selected by the Gross Motor Function Classification System, levels I, II, or III, and their cognitive capacity verified by the mini-mental state examination in order to assess pre- and post-intervention using the gross motor function measure and the Berg balance scale. The training with virtual reality was developed on top of the games included in the Wii Fit package®. Results: All participants showed an improvement in gross motor function, and in the balance, with the pre- and post-intervention median as 90.41 and 93.63; 51.5 and 53.5, respectively, after 24 sessions. Conclusions: The protocol with virtual reality led to clinical improvements, though not statistically significant, but we noted the improvement in gross motor function and balance.

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Published

2015-08-11

How to Cite

1.
Rossi JD, Oliveira G de C, Böck THO, Trevisan CM. Rehabilitation in cerebral palsy with Nintendo™ Wii® associated with Wii Fit®. Cons. Saúde [Internet]. 2015 Aug. 11 [cited 2024 Jul. 4];14(2):277-82. Available from: https://periodicos.uninove.br/saude/article/view/5504

Issue

Section

Artigos