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

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Abstract

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.

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