Effect of Gamified Balance Training Using Virtual Reality on Postural Control in Children with Spastic Diplegic Cerebral Palsy; A Randomized Controlled Study

BackgroundEffective engagement and motivation during balance training can be achieved through using technology such as virtual reality and promotes positive adaptation and neural plasticity.ObjectiveThe aim of the study was to explore the effect of gamified balance training using virtual reality on postural control in children with spastic diplegic cerebral palsy.MethodsFifty children with spastic diplegic cerebral palsy from both genders with ages ranged from six to twelve years old participated in this study. The participants were allocated randomly into two groups (n = 25). The control group (A); received conventional physical therapy programs based on neurodevelopmental technique including balance and gait training exercises, while the study group (B); received conventional physical therapy programs based on neurodevelopmental technique including balance and gait training exercises in addition to virtual reality balance training. All children were examined clinically pre- and post-treatment using HUMAC balance and tilt system to asses Limit of Stability (LOS), Center of Pressure (COP), and the Modified Clinical Test of Sensory Integration of Balance (mCTSIB).ResultsThere were significant improvements of all measured variables in both control and study groups with significant difference between groups in favor to the study group (p < 0.05).ConclusionGamified balance training using virtual reality has a beneficial effect on improving postural control in children with spastic diplegic cerebral palsy.

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Publication Details

Journal
Neurorehabilitation
Published
2025-12-08
DOI
https://doi.org/10.1177/10538135251399216
Primary Topic
Cerebral Palsy and Movement Disorders
Type
article
Field-Weighted Citation Impact
0.00
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article

Effect of Gamified Balance Training Using Virtual Reality on Postural Control in Children with Spastic Diplegic Cerebral Palsy; A Randomized Controlled Study

Daniel Habib, Shereen Mohamed Said, H. S. Ayoub, Rania M. Tawfik et al.
Neurorehabilitation
Cerebral Palsy and Movement Disorders
article

Effect of Gamified Balance Training Using Virtual Reality on Postural Control in Children with Spastic Diplegic Cerebral Palsy; A Randomized Controlled Study

Daniel Habib, Shereen Mohamed Said, H. S. Ayoub, Rania M. Tawfik, Amira H. Draz
article en

Abstract

BackgroundEffective engagement and motivation during balance training can be achieved through using technology such as virtual reality and promotes positive adaptation and neural plasticity.ObjectiveThe aim of the study was to explore the effect of gamified balance training using virtual reality on postural control in children with spastic diplegic cerebral palsy.MethodsFifty children with spastic diplegic cerebral palsy from both genders with ages ranged from six to twelve years old participated in this study. The participants were allocated randomly into two groups (n = 25). The control group (A); received conventional physical therapy programs based on neurodevelopmental technique including balance and gait training exercises, while the study group (B); received conventional physical therapy programs based on neurodevelopmental technique including balance and gait training exercises in addition to virtual reality balance training. All children were examined clinically pre- and post-treatment using HUMAC balance and tilt system to asses Limit of Stability (LOS), Center of Pressure (COP), and the Modified Clinical Test of Sensory Integration of Balance (mCTSIB).ResultsThere were significant improvements of all measured variables in both control and study groups with significant difference between groups in favor to the study group (p < 0.05).ConclusionGamified balance training using virtual reality has a beneficial effect on improving postural control in children with spastic diplegic cerebral palsy.

NeurorehabilitationVol. 58(1)
Suez University (EG), Cairo University (EG), Misr University for Science and Technology (EG)
Openalex Percentile: Top 54%
Cerebral Palsy and Movement Disorders
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Effect of Gamified Balance Training Using Virtual Reality on Postural Control in Children with Spastic Diplegic Cerebral Palsy; A Randomized Controlled Study — Daniel Habib, Shereen Mohamed Said, et al. · Neurorehabilitation (2025) | TGRS Research Map | TGRS