Developmental Neurorehabilitation ( IF 1.1 ) Pub Date : 2020-09-27 , DOI: 10.1080/17518423.2020.1819458 SunHye Jung 1 , SunHae Song 1 , DongGeon Lee 1 , Kyeongbong Lee 2 , GyuChang Lee 3
ABSTRACT
The Kinect video game (KVG) has received attention as an intervention method for cerebral palsy (CP). However, evidence remains limited.
Purpose
To investigate the effects of training using Xbox Kinect on lower extremity motor function, balance, and gait in adolescents with spastic diplegia CP.
Methods
This study was a pilot randomized controlled trial. Ten participants were randomly allocated to either the KVG training group (n = 5) or the conventional training (CT) group (n = 5). The Selective Control Assessment of the Lower Extremity (SCALE) tool, Pediatric Balance Scale (PBS), and GAITRite were used for the outcome measurements.
Results
In the comparison between the groups, the KVG group showed significant improvements in all the items in the SCALE (except for right hip abduction) and PBS score as compared with the CT group.
Conclusions
KVG training might be an effective intervention for the rehabilitation of adolescents with spastic diplegia CP.
中文翻译:
Kinect 视频游戏训练对痉挛性脑瘫青少年下肢运动功能、平衡和步态的影响:一项随机对照试验
摘要
Kinect 视频游戏 (KVG) 作为脑瘫 (CP) 的干预方法受到关注。然而,证据仍然有限。
目的
调查使用 Xbox Kinect 进行训练对痉挛性双瘫 CP 青少年下肢运动功能、平衡和步态的影响。
方法
这项研究是一项初步的随机对照试验。10 名参与者被随机分配到 KVG 训练组 (n = 5) 或常规训练 (CT) 组 (n = 5)。下肢选择性控制评估 (SCALE) 工具、儿科平衡量表 (PBS) 和 GAITRite 用于结果测量。
结果
组间比较,KVG组SCALE各项目(右髋外展除外)和PBS评分均较CT组有显着改善。
结论
KVG训练可能是青少年痉挛性双瘫CP康复的有效干预措施。