The Effect of Wii-Based Interactive Virtual Games on Spasticity, Gait, Balance, and Trunk Control of Children with Mild Cerebral Palsy: A Randomized Controlled Trial

Aim: The purpose of this study was to examine the impact of Nintendo Wii treatment (NWT) on spasticity, balance, gait, and trunk control in individuals with mild cerebral palsy (CP). Method: This randomized controlled trial included a total of 35 individuals with mild CP: the Nintendo Wii therapy group (WiiG, n:17) and the control group (CG, n:18). The individuals in both groups received conventional physiotherapy (CPT) for 40 minutes in two sessions per week for 8 consecutive weeks. The WiiG received Nintendo Wii Treatment (NWT) for 20 minutes in two sessions per week for 8 consecutive weeks using the Nintendo Wii Fit gaming console in addition to CPT. The Modified Ashworth Scale (MAS), Functional Forward Reach Test (FFRT), Functional Sideways Reach Test (FSRT), 10-meter walking test (10-mWT), and Trunk Impairment Scale (TIS) were evaluated before and after the intervention. Group x time interaction was demonstrated using the ANOVA (2×2 factorial Analysis of Variance). Results: Right elbow flexor MAS decreased only in the WiiG (p=0.035) but did not differ between both groups (p>0.05). Furthermore, FFRT, FSRT, 10-mWT, and all sub-tests of TIS scores improved in the WiiG (p<0.05), while only TIS-Trunk Coordination increased in the CG (p=0.023). Conclusion: NWT in addition to conventional physiotherapy, has positive effects on balance, gait, and trunk control in the rehabilitation process of CP. More research is needed to better understand the effects of NWT on spasticity.

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Publication Details

Journal
İstanbul Gelişim Üniversitesi Sağlık Bilimleri Dergisi
Published
2024-12-30
DOI
https://doi.org/10.38079/igusabder.1534336
Citations
1
Primary Topic
Cerebral Palsy and Movement Disorders
Type
article
Field-Weighted Citation Impact
0.39

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article

The Effect of Wii-Based Interactive Virtual Games on Spasticity, Gait, Balance, and Trunk Control of Children with Mild Cerebral Palsy: A Randomized Controlled Trial

Sefa Eldemir, Selvin Balki
1 citations
İstanbul Gelişim Üniversitesi Sağlık Bilimleri Dergisi
Cerebral Palsy and Movement Disorders
0.39
article

The Effect of Wii-Based Interactive Virtual Games on Spasticity, Gait, Balance, and Trunk Control of Children with Mild Cerebral Palsy: A Randomized Controlled Trial

Sefa Eldemir, Selvin Balki
article en
1 citations

Abstract

Aim: The purpose of this study was to examine the impact of Nintendo Wii treatment (NWT) on spasticity, balance, gait, and trunk control in individuals with mild cerebral palsy (CP). Method: This randomized controlled trial included a total of 35 individuals with mild CP: the Nintendo Wii therapy group (WiiG, n:17) and the control group (CG, n:18). The individuals in both groups received conventional physiotherapy (CPT) for 40 minutes in two sessions per week for 8 consecutive weeks. The WiiG received Nintendo Wii Treatment (NWT) for 20 minutes in two sessions per week for 8 consecutive weeks using the Nintendo Wii Fit gaming console in addition to CPT. The Modified Ashworth Scale (MAS), Functional Forward Reach Test (FFRT), Functional Sideways Reach Test (FSRT), 10-meter walking test (10-mWT), and Trunk Impairment Scale (TIS) were evaluated before and after the intervention. Group x time interaction was demonstrated using the ANOVA (2×2 factorial Analysis of Variance). Results: Right elbow flexor MAS decreased only in the WiiG (p=0.035) but did not differ between both groups (p>0.05). Furthermore, FFRT, FSRT, 10-mWT, and all sub-tests of TIS scores improved in the WiiG (p<0.05), while only TIS-Trunk Coordination increased in the CG (p=0.023). Conclusion: NWT in addition to conventional physiotherapy, has positive effects on balance, gait, and trunk control in the rehabilitation process of CP. More research is needed to better understand the effects of NWT on spasticity.

İstanbul Gelişim Üniversitesi Sağlık Bilimleri Dergisi(24)
Sivas Cumhuriyet Üniversitesi (TR)
Türkiye Bilimsel ve Teknolojik Araştırma Kurumu
Openalex Percentile: Top 32%
Cerebral Palsy and Movement Disorders
0.39
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The Effect of Wii-Based Interactive Virtual Games on Spasticity, Gait, Balance, and Trunk Control of Children with Mild Cerebral Palsy: A Randomized Controlled Trial — Sefa Eldemir, Selvin Balki · İstanbul Gelişim Üniversitesi Sağlık Bilimleri Dergisi (2024) | TGRS Research Map | TGRS