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The effect of the Nintendo Wii Fit on balance control and gross motor function of children with spastic hemiplegic cerebral palsy
Open accessAbstract
OBJECTIVE: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic hemiplegic cerebral palsy. METHODS: A single-subject single blinded design with multiple subjects and baselines was utilised. Interactive video gaming (IVG) in lieu of regular physiotherapy was given for 3 weeks. Outcome measures included modified balance and running speed and agility (RSA) scales of the Bruininks-Oserestky test of Motor Performance 2 and the timed up and down stairs (TUDS). RESULTS: Balances score improved significantly (F(2, 26) = 9.8286, p = 0.001). Changes over time in the RSA (F(2, 26) = 0.86198, p = 0.434) and the TUDS (F(2, 26) = 1.3862, p = 0.268) were not significant. Ten children preferred the intervention to conventional physiotherapy. CONCLUSION: Most children preferred the IVG but as the effect did not carry over into function, IVG should not be used in place of conventional therapy and further research is needed into its use as an adjunct to therapy.
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“Five hours (four 25min sessions/wk for 3wks) of supervised Wii Fit training, in a physiotherapy clinic, playing games aimed at improving standing balance and weight shift, resulted in improved standing balance ('activity') for children with spastic hemiplegia, GMFCS I -II (level I, conduct strong; see Table SIIIb). 59”
From Exercise interventions improve postural control in children with cerebral palsy: a systematic review (2015) · cites this paper as [59]
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“However, stair climbing was unchanged or, in some cases, deteriorated.”
From Exercise interventions improve postural control in children with cerebral palsy: a systematic review (2015) · cites this paper as [59]
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Advantages of virtual reality in the rehabilitation of balance and gait
Porras, D. C., Siemonsma, P. C., Inzelberg, R., Zeilig, G., & Plotnik, M. (2018) · Neurology · doi:10.1212/wnl.0000000000005603 · Cited by 304
“Other authors suggested that VR is not effective for balance training(53) or that VR should be viewed as an addition to CR.(54,55) The need for studies with larger sample sizes was emphasized.”
BackgroundInfluentialThe use of commercial video games in rehabilitation: a systematic review
Bonnechère, B., Jansen, B., Omelina, L., & Jan, S. V. S. (2016) · International Journal of Rehabilitation Research · doi:10.1097/mrr.0000000000000190 · Cited by 292
“Although children with cerebral palsy clearly preferred VGs over conventional rehabilitation (Jannink et al., 2008; Sharan et al., 2012; Jelsma et al., 2013), preferences are less clear in elderly individuals.”
BackgroundRavi, D. K., Kumar, N., & Singhi, P. (2017) · Physiotherapy · doi:10.1016/j.physio.2016.08.004 · Cited by 244
“…Nature: non-immersive Mean age = 8 years IPD: video camera OPD: TV screen 60 minutes/session 5 times/week 20 sessions Single-subject design Jelsma et al. 2013 [18] E (14) Spastic CP Wii RSA, BOTMP, TUDS Improvement in balance Sex = 8 M, 6 F Hemiplegia Nature: non-immersive Mean age =…”
MethodExercise interventions improve postural control in children with cerebral palsy: a systematic review
Dewar, R., Love, S., & Johnston, L. M. (2015) · Developmental Medicine & Child Neurology · doi:10.1111/dmcn.12660 · Cited by 242
“Five hours (four 25min sessions/wk for 3wks) of supervised Wii Fit training, in a physiotherapy clinic, playing games aimed at improving standing balance and weight shift, resulted in improved standing balance (‘activity’) for children with spastic hemiplegia, GMFCS I–II (level I, conduct strong; see Table SIIIb).(59)…”
BackgroundMethodFerguson, G., Jelsma, D., Jelsma, J., & Smits-Engelsman, B. (2013) · Research in Developmental Disabilities · doi:10.1016/j.ridd.2013.05.007 · Cited by 158
“…this technology, improves motivation to exercise (Sandlund, McDonough, & Häger-Ross, 2009), exercise tolerance (White, Schofield, & Kilding, 2011) and motor performance among children with Down’s Syndrome (Berg, Becker, Martian, Primrose, & Wingen, 2012) and cerebral palsy (Jelsma et al., 2013).”
BackgroundSelf-citationJelsma, D., Geuze, R. H., Mombarg, R., & Smits-Engelsman, B. C. M. (2014) · Human Movement Science · doi:10.1016/j.humov.2013.12.007 · Cited by 152
The impact of an exergame-based intervention on children's fundamental motor skills
Vernadakıs, N., Παπαστεργίου, Μ., Ζetou, E., & Antonıou, P. (2015) · Computers & Education · doi:10.1016/j.compedu.2015.01.001 · Cited by 149
“These findings are in agreement with Jelsma et al. (2013), Vernadakis, Derri, et al. (2014) and Vernadakis, Kouli, Tsitskari, Gioftsidou, and Antoniou (2014) and Vernadakis, Kouli, et al. (2014) who concluded that exergame-based programs are perceived as more enjoyable than TA training programs,…”
Effects of Nintendo Wii‐Fit ® video games on balance in children with mild cerebral palsy
Tarakci, D., Ersoz Huseyinsinoglu, B., Tarakci, E., & Razak Ozdincler, A. (2016) · Pediatrics International · doi:10.1111/ped.12942 · Cited by 138
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Clinical tools to assess balance in children and adults with cerebral palsy: a systematic review
Sæther, R., Helbostad, J. L., Riphagen, I. I., & Vik, T. (2013) · Developmental Medicine & Child Neurology · doi:10.1111/dmcn.12162 · Cited by 142
Sajan, J. E., John, J. A., Grace, P., Sabu, S. S., & Tharion, G. (2017) · Developmental Neurorehabilitation · doi:10.1080/17518423.2016.1252970 · Cited by 123
“Overall, despite differences in study design, the results of the present study, which showed no significant improvement in balance with short-term IVG-supplemented therapy, are in agreement with those of Ramstrand and Lygnegård26 and Jelsma et al.8 We speculate that IVG-based therapy for longer durations may have a be…”
MethodResultInfluentialEdwards, J. M., Jeffrey, S., May, T., Rinehart, N., & Barnett, L. M. (2016) · Journal of sport and health science/Journal of Sport and Health Science · doi:10.1016/j.jshs.2016.09.004 · Cited by 118
“Similarly, a study with 14 children with spastic hemiplegic cerebral palsy reported improvements in balance after a 3-week AVG intervention.(32) In children with ASD, 2 American studies reported that AVGs had potential to decrease repetitive behaviors and improve executive functioning in children.”
BackgroundTherapeutic Uses of Active Videogames: A Systematic Review
Staiano, A. E., & Flynn, R. (2014) · Games for Health Journal · doi:10.1089/g4h.2013.0100 · Cited by 108
“Children reported a high level of enjoyment playing a variety of AVGs (including ‘‘Wii Sports,’’ ‘‘Wii Fit,’’ ‘‘Dance Dance Revolution,’’ and ‘‘Ultra Glove’’).(41,43,46) In a 5-week AVG intervention study involving 35 gaming sessions per child, parents had a positive perception about Wii Fit for rehabilitation among c…”
Page, Z. E., Barrington, S., Edwards, J. M., & Barnett, L. M. (2017) · Journal of science and medicine in sport · doi:10.1016/j.jsams.2017.05.001 · Cited by 101
Role of Virtual Reality for Cerebral Palsy Management
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Robotic Therapies for Children with Cerebral Palsy: A Systematic Review
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“In this context, the design of virtual scenarios in combination with robotic devices provides promising results, although some authors recommend that VR be used only as a complement to other common therapies, not as a replacement [61].”
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Effect of Wii training on hand function in children with hemiplegic cerebral palsy
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Use of active video gaming in children with neuromotor dysfunction: a systematic review
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“Another limitation described was the lack of a true comparison group, which was reported in two studies.(39,40) In the experimental design, another challenge cited was the inability to control for the daily life activity of these children.”
BackgroundMotor Skill in Autism Spectrum Disorders
Chukoskie, L., Townsend, J., & Westerfield, M. (2013) · International review of neurobiology · doi:10.1016/b978-0-12-418700-9.00007-1 · Cited by 74
Integrating virtual reality video games into practice: Clinicians' experiences
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Smits-Engelsman, B. C. M., Jelsma, D., Ferguson, G. D., & Geuze, R. H. (2015) · PLoS ONE · doi:10.1371/journal.pone.0140470 · Cited by 69
Self-citationLearning better by repetition or variation? Is transfer at odds with task specific training?
Bonney, E., Jelsma, D., Ferguson, G. D., & Smits-Engelsman, B. C. M. (2017) · PLoS ONE · doi:10.1371/journal.pone.0174214 · Cited by 65
Self-citationStraker, L. M., Howie, E. K., Smith, A. J., Jensen, L., Piek, J. P., & Campbell, A. (2015) · Human Movement Science · doi:10.1016/j.humov.2015.04.011 · Cited by 63
Juras, G., Brachman, A., Michalska, J., Kamieniarz, A., Pawlowski, M. E., Hadamus, A., Białoszewski, D., Błaszczyk, J. W., & Słomka, K. J. (2018) · Games for Health Journal · doi:10.1089/g4h.2018.0034 · Cited by 63
“17 18–20 In this group VR intervention is most commonly used and has been well described in literature.”
Atasavun Uysal, S., & Baltaci, G. (2016) · Games for Health Journal · doi:10.1089/g4h.2015.0102 · Cited by 60
“It 18–21 There are few available studies about NW with small numbers of participants regarding its effects on balance and gross motor in CP. 22,23 In the light of the limited evidence to support IVG in children with CP, this study aimed at assessing whether interventions combined with NW influence…”
InfluentialWarnier, N., Lambregts, S. A. M., & van de Port, I. G. L. (2019) · Developmental Neurorehabilitation · doi:10.1080/17518423.2019.1683907 · Cited by 68
“…physical activity 5,6 In addition, children generally experience this therapy as enjoy-able, which can lead to increased motivation for training 7 Another advantage of VRT is that real-life activities can be performed and repeated without real-life hazards, and without negative consequences…”
BackgroundInfluentialMontoro‐Cárdenas, D., Cortés‐Pérez, I., Zagalaz‐Anula, N., Osuna‐Pérez, M. C., Obrero‐Gaitán, E., & Lomas‐Vega, R. (2021) · Developmental Medicine & Child Neurology · doi:10.1111/dmcn.14947 · Cited by 62
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“Nintendo Wii Fit ) have been recently tested as a supplementary treatment for CP children with encouraging results on balance and motivation [9].”
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“Jelsma et al [37] conducted VR training (Nintendo Wii Fit) for 25 minutes, 4 times a week for 3 weeks on 14 children with CP, and the results showed that the balance and walking function of children with CP were significantly improved.”
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A systematic review of game technologies for pediatric patients
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“ICP has been used to improve balance [5], gait symmetry [6], upper limb strength [7] and other functional abilities in people with CP.”
MethodRobots and ICT to support play in children with severe physical disabilities: a systematic review
van den Heuvel, R., Lexis, M. A. S., Gelderblom, G. J., Jansens, R., & de Witte, L. (2015) · Disability and Rehabilitation Assistive Technology · doi:10.3109/17483107.2015.1079268 · Cited by 45
Howie, E. K., Campbell, A., & Straker, L. M. (2015) · Child Care Health and Development · doi:10.1111/cch.12305 · Cited by 42
“Specifically, in children with DCD, poor motor coordination may be limiting their participation in physical activity, and AVG interventions in controlled settings have been shown to improve motor coordination in children with DCD (Hammond et al. 2014; Jelsma et al. 2013; Salem et al. 2012).”
BackgroundWang, T., Liang, K., Liu, Y.-C., Shieh, J., & Chen, H. (2017) · Archives of Physical Medicine and Rehabilitation · doi:10.1016/j.apmr.2017.01.024 · Cited by 41
Technology to Enhance Patient Motivation in Virtual Reality Rehabilitation: A Review
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“Shifting CoM to control slope of the environment 167,168,187,190,194,196,201,202 or the movement of a ball 139,167,194,197,203–205 toward the goal Shifting CoM to manipulate the virtual avatar to the target Game extended to 3D from lateral CoM oscillation.”
Gonsalves, L., Campbell, A., Jensen, L., & Straker, L. M. (2014) · Physical Therapy · doi:10.2522/ptj.20140116 · Cited by 42
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Analysis of Postural Stability in Children With Cerebral Palsy and Children With Typical Development
Saxena, S., Rao, B. K., & Senthil Kumaran, D. (2014) · Pediatric Physical Therapy · doi:10.1097/pep.0000000000000060 · Cited by 37
Jung, S.-H., Song, S., Kim, S.-D., Lee, K., & Lee, G. (2018) · Journal of Pediatric Rehabilitation Medicine · doi:10.3233/prm-160415 · Cited by 35
“The Nintendo Wii can provide biofeedback for children with cerebral palsy with reduced balance, or provide a reasonable alternative for VR systems to enhance motor function [9].”
Jelsma, D., Smits-Engelsman, B. C. M., Krijnen, W. P., & Geuze, R. H. (2016) · Human Movement Science · doi:10.1016/j.humov.2016.07.003 · Cited by 36
“…motor skills, including training of balance or gait in different clinical groups of children and adults (Hammond, Jones, Hill, Green, & Male, 2014; Jelsma, Pronk, Ferguson & Jelsma, 2013; Jelsma, Geuze, Mombarg, & Smits-Engelsman, 2014; Lohse, Hilderman, Cheung, Tatla & van der Loos, 2014;…”
BackgroundHocking, D. R., Farhat, H., Laic, R. A. G., Caeyenberghs, K., & Shields, N. (2018) · Archives of Physical Medicine and Rehabilitation · doi:10.1016/j.apmr.2018.10.021 · Cited by 31
A Game-Based Rehabilitation System for Upper-Limb Cerebral Palsy: A Feasibility Study
Daoud, M. I., Alhusseini, A., Ali, M. Z., & Alazrai, R. (2020) · Sensors · doi:10.3390/s20082416 · Cited by 31
“, Kyoto, Japan), such as [11,20,21], the Microsoft Kinect system (Microsoft Corporation, Redmond, WA, USA), such as [10,16,22,23], and the Sony PlayStation system (Sony Interactive Entertainment, San Mateo, CA, USA), such as [24].”
MethodGatica-Rojas, V., Cartes‐Velásquez, R., Guzmán-Muñoz, E., Méndez-Rebolledo, G., Soto-Poblete, A., Pacheco-Espinoza, A. C., Amigo-Mendoza, C., Albornoz-Verdugo, M. E., & Cancino, E. E. (2017) · Contemporary Clinical Trials Communications · doi:10.1016/j.conctc.2017.02.008 · Cited by 28
“Threeweeks of interactive video gamingwith the Nintendo Wii system improved balanced control in 14 children with spastic hemiplegic CP [19], and 12 weeks of training using the Nintendo Wii and balance board improved balance functions in 14 patients with CP: seven diplegic, five hemiplegic, and two dyskinetic [20].”
MethodEsposito, M., Ruberto, M., Gimigliano, F., Marotta, R., Gallai, B., Parisi, L., Lavano, S. M., Roccella, M., & Carotenuto, M. (2013) · Neuropsychiatric Disease and Treatment · doi:10.2147/ndt.s53853 · Cited by 27
“Moreover, the Nintendo Wii incorporates aspects of biofeedback and virtual reality which, when used as a form of motor rehabilitation, can improve motivation to exercise,(88) exercise tolerance(89) and motor performance among children with Down’s Syndrome(90) and cerebral palsy.(42) In a recent study by Hammond et al,…”
Virtual reality applications in neurorehabilitation
Weiss, P. L., Kizony, R., Feintuch, U., Rand, D., & Katz, N. (2014) · Cambridge University Press eBooks · doi:10.1017/cbo9780511995590.021 · Cited by 27
Integrating New Technologies into the Treatment of CP and DCD
Wilson, P. H., Green, D., Caeyenberghs, K., Steenbergen, B., & Duckworth, J. (2016) · Current Developmental Disorders Reports · doi:10.1007/s40474-016-0083-9 · Cited by 25
Measuring Advanced Motor Skills in Children With Cerebral Palsy
Glazebrook, C. M., & Wright, F. V. (2014) · Pediatric Physical Therapy · doi:10.1097/pep.0000000000000035 · Cited by 25
Bonnechère, B., Jansen, B., Omelina, L., Sholukha, V. A., & Jan, S. V. S. (2016) · Telemedicine Journal and e-Health · doi:10.1089/tmj.2015.0230 · Cited by 23
Decavele, S., Ortibus, E., Campenhout, A. V., Molenaers, G., Jansen, B., Omelina, L., & Franki, I. (2020) · Games for Health Journal · doi:10.1089/g4h.2019.0097 · Cited by 22
Serious Games in Rehabilitation
Bonnechère, B. (2017) · Springer eBooks · doi:10.1007/978-3-319-66122-3_4 · Cited by 22
Bufton, A., Campbell, A., Howie, E. K., & Straker, L. M. (2014) · Human Movement Science · doi:10.1016/j.humov.2014.08.004 · Cited by 21
“This is supported by previous studies demonstrating that balance training on the Wii Fit (Nintendo, Kyoto, Japan) device could improve balance performance in people with impaired balance and cerebral palsy (Hammond, Jones, Hill, Green, & Male, 2014; D. Jelsma, et al., 2014; J. Jelsma, et al., 2013).”
ResultRubin, D. A., WILSON, K. S., Wiersma, L. D., Weiss, J. W., & Rose, D. J. (2014) · BMC Pediatrics · doi:10.1186/1471-2431-14-41 · Cited by 20
“In those with disability, the use of interactive console-based games seems a promising area of study as positive results in gross motor function have been shown for programs in children with cerebral palsy [40,41] as well as Down syndrome [42].”
BackgroundPin, T. W. (2019) · Gait & Posture · doi:10.1016/j.gaitpost.2019.07.122 · Cited by 20
Bailes, A. F., Caldwell, C., Clay, M., Tremper, M., Dunning, K. K., & Long, J. T. (2016) · Disability and Rehabilitation · doi:10.1080/09638288.2016.1225827 · Cited by 17
“Also, results from this study are similar to previous studies,[56–58] that did not find a significant improvement in the TUDS after Wiibased [56] or virtual reality [57,58] intervention.”
ResultGhafar, M. A. A., & Abdel‐Raouf, O. (2017) · International Journal of Physiotherapy and Research · doi:10.16965/ijpr.2017.146 · Cited by 19
Mills, R., Levac, D. E., & Sveistrup, H. (2018) · Physical & Occupational Therapy In Pediatrics · doi:10.1080/01942638.2018.1505801 · Cited by 17
“For example, replacing regular physiotherapy sessions with training using the Nintendo Wii for 3weeks (four 25-minute sessions per week) resulted in improved balance scores as well as clinical motor function/performance testing in children with CP (Jelsma et al., 2013) and those with poor motor performance as identifi…”
MethodMalick, W. H., Butt, R., Awan, W. A., Ashfaq, M., & Mahmood, Q. (2022) · Frontiers in Neurology · doi:10.3389/fneur.2022.895055 · Cited by 16
“Due to asymmetric alignment, children with SHCP commonly bear weight through the unaffected lower extremity (LE) which, when combined with inherent spasticity, may cause muscle weakness and atrophy on the paretic side, growth retardation, and reduced balance (6).”
BackgroundMeyns, P., Blanckaert, I., Bras, C. E. C., Jacobs, N., Harlaar, J., van de Pol, L. A., Plasschaert, F. S., Waelvelde, H. V., & Buizer, A. I. (2021) · Disability and Rehabilitation · doi:10.1080/09638288.2021.1954704 · Cited by 15
Applications of VR Technologies for Childhood Disability
Green, D., & Wilson, P. H. (2014) · Virtual reality technologies for health and clinical applications · doi:10.1007/978-1-4939-0968-1_10 · Cited by 14
Cooper, T., & Williams, J. M. (2017) · Physical Therapy Reviews · doi:10.1080/10833196.2017.1389810 · Cited by 14
Guinet, A.-L., Bouyer, G., Otmane, S., & Desailly, É. (2022) · IEEE Transactions on Neural Systems and Rehabilitation Engineering · doi:10.1109/tnsre.2022.3198243 · Cited by 13
“The results of this study confirmed that people with CP can adapt their walking speed and that they can positively respond to the real-time AR feedback [25].”
ResultCrebbin, K., Grisbrook, T. L., Elliott, C. M., & Thornton, A. (2022) · Games for Health Journal · doi:10.1089/g4h.2022.0112 · Cited by 14
“56–58 On the other hand, results of the comparative studies were more mixed.”
Running in people with cerebral palsy: A systematic review
Chappell, A., Gibson, N., Morris, S. L., Williams, G. P., & Allison, G. T. (2018) · Physiotherapy Theory and Practice · doi:10.1080/09593985.2018.1434846 · Cited by 13
Xiao, J., Liu, L., Tang, N., & Yi, C. (2024) · BMC Sports Science Medicine and Rehabilitation · doi:10.1186/s13102-024-00922-5 · Cited by 12
“The research was conducted in multiple countries worldwide: Egypt [32, 35, 38, 39], New Zealand [33], Turkey [34, 46, 47, 52, 55], Greece [36], Denmark [37], Chile [40], Spain [41], Brazil [42, 43], India [44, 50], South Africa [45], Thailand [48], USA [49, 51], and France [53, 54].”
BackgroundSelzer, M. E., Clarke, S., Cohen, L. G., Kwakkel, G., & Miller, R. H. (2014) · Cambridge University Press eBooks · doi:10.1017/cbo9780511995590.012 · Cited by 12
Gatica-Rojas, V., Cartes‐Velásquez, R., Méndez-Rebolledo, G., Olave-Godoy, F., & Villalobos-Rebolledo, D. (2016) · Journal of Physical Therapy Science · doi:10.1589/jpts.28.2414 · Cited by 12
del Corral, T., Vivas-Mateos, J., Castillo-Pelaz, M., Aguilar‐Zafra, S., & López‐de‐Uralde‐Villanueva, I. (2021) · Physiotherapy · doi:10.1016/j.physio.2021.03.002 · Cited by 12
Morris, P. O., Hope, E., & Mills, J. P. (2022) · Research in Autism · doi:10.1016/j.rasd.2022.101953 · Cited by 17
Efficacy of videogames and exergames in pediatric neurorehabilitation: a systematic review
Polizzi, A., Rinella, S., Ruggieri, M., Gentile, A. E., Verrelli, C. M., & Iosa, M. (2023) · Minerva Pediatrics · doi:10.23736/s2724-5276.23.07146-x · Cited by 10
Cheng, M., Anderson, M., & Levac, D. E. (2021) · Frontiers in Neurology · doi:10.3389/fneur.2021.623200 · Cited by 11
“Some of this variability may be explained by personal and predisposing factors, such as gender, experience with video game play, and upper extremity impairment level (52).”
BackgroundGatica-Rojas, V., Cartes‐Velásquez, R., Soto-Poblete, A., & Lizama, L. E. C. (2023) · PLoS ONE · doi:10.1371/journal.pone.0268163 · Cited by 10
A Clinical Decision-Making Framework for the Use of Video Gaming as a Therapeutic Modality
Espy, D., Reinthal, A. K., & Bello-Haas, V. P. M. D. (2021) · Frontiers in Neurology · doi:10.3389/fneur.2021.610095 · Cited by 10
A systematic review on the usage of games for healthcare
Costa, T. H., Soares, N. M., Reis, W. A., & Bublitz, F. M. (2015) · IEEE International Conference on Consumer Electronics - Berlin (ICCE-Berlin) · doi:10.1109/icce-berlin.2015.7391316 · Cited by 10
“We noticed a tendency for researches on Brain Injury, Elderly, Cerebral Palsy and Overweight.”
MethodSingle-case Design Studies in Children with Cerebral Palsy: A Scoping Review
Beckers, L., Stal, R., Smeets, R., Onghena, P., & Bastiaenen, C. (2020) · Developmental Neurorehabilitation · doi:10.1080/17518423.2019.1645226 · Cited by 10
“(1990) Withdrawal/reversal (A-B-A) design Celeration line approach Statistical significance was determined through the use of Bloom’s probability table Autocorrelation coefficient to determine serial dependency Jelsma et al.(48) (2013) Multiple-baseline design Non-overlap of All Pairs (NAP) Repeated measures ANOVA Tuk…”
MethodZiab, H. M., Mazbouh, R., Saleh, S., Talebian, S., Sarraj, A. R., & Hadian, M. R. (2022) · Archives of Neuroscience · doi:10.5812/ans-122865 · Cited by 10
“To conclude, three main features should be considered when selecting VRI exercises or games: (1) games should be selected as per the patients’ preferences to increase motivation and induce better clinical improvements (27) and elaborate an adequate applied clinical intervention (40), (2) To avoid any adverse effects (…”
Los videojuegos en el tratamiento fisioterápico de la parálisis cerebral
Sebastián, M. P. Y., Sebastián, M. M. Y., Amiano, A. L., & Rubio, M. C. S. (2016) · Fisioterapia · doi:10.1016/j.ft.2015.11.005 · Cited by 9
An exergame to improve balance in children who are blind.
Morelli, T., Lieberman, L. J., Foley, J. T., & Folmer, E. (2014) · Cited by 9
The strength of balance: Strength and dynamic balance in children with and without hypermobility
Ituen, O. A., Duysens, J., Ferguson, G. D., & Smits-Engelsman, B. C. M. (2024) · PLoS ONE · doi:10.1371/journal.pone.0302218 · Cited by 11
Self-citationConsales, A., Biffi, E., Nossa, R., Pittaccio, S., Lazzari, F., Malosio, M., Nicora, M. L., Tauro, G., Redaelli, D. F., Chaudhary, A., et al. (2024) · The Italian Journal of Pediatrics/Italian journal of pediatrics · doi:10.1186/s13052-024-01830-7 · Cited by 7
Aguado, J. V., Espada, M. C., Muñoz-Jiménez, J., Ferreira, C. C., & Gámez-Calvo, L. (2025) · Healthcare · doi:10.3390/healthcare13020189 · Cited by 8
“Others only mention that spastic CP is studied [32,33,41,45], with hemiplegic CP being the most mentioned type [34,35,38,40,47,49,50,53].”
InfluentialMeyns, P., Harlaar, J., van de Pol, L. A., Barkhof, F., & Buizer, A. I. (2017) · Gait & Posture · doi:10.1016/j.gaitpost.2017.06.390 · Cited by 7
Mejora del control postural y equilibrio en la parálisis cerebral infantil: revisión sistemática
Gómez-Regueira, N., & Viñas‐Diz, S. (2016) · Fisioterapia · doi:10.1016/j.ft.2015.11.006 · Cited by 7
Farr, W. J., Green, D., Male, I., Morris, C., Bailey, S. E. R., Gage, H., Speller, S., Colville, V., Jackson, M., Bremner, S. A., et al. (2017) · British Journal of Occupational Therapy · doi:10.1177/0308022616678635 · Cited by 7
“The therapeutic potential of VRT has been explored using commercial systems like the Nintendo Wii, Wii Fit and Xbox Kinect, or through the use of more personalised and bespoke systems such as MiTii (see, for example, Boyd et al., 2013; Deutsch et al., 2008; James et al., 2015; Jelsma et al., 2012; Mitchell et al., 201…”
MethodInfluentialBonnechère, B., Omelina, L., Jansen, B., Rooze, M. A., & Jan, S. V. S. (2014) · International Conference on Pervasive Computing Technologies for Healthcare · doi:10.4108/icst.pervasivehealth.2014.255332 · Cited by 7
“Nintendo Wii FitTM) have been recently tested as a supplementary treatment for CP children with encouraging results on balance and on motivation [6].”
Fidan, Ö., & Genç, A. (2023) · Türk fizyoterapi ve rehabilitasyon dergisi · doi:10.21653/tjpr.1017679 · Cited by 6
Valenzuela, E. D. J., Rosa, R. M., Monteiro, C. B. D. M., Keniston, L., Ayupe, K. M. A., Frônio, J. D. S., & Chagas, P. S. D. C. (2021) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph181910455 · Cited by 6
Kim, S. G., & Kim, D. H. (2022) · Journal of Pediatric Rehabilitation Medicine · doi:10.3233/prm-190639 · Cited by 6
“Although previous studies have used the BOT-2 to assess the balance ability of children with CP [10, 11], reliability of the balance subtest of the BOT-2 in children with CP has not been studied.”
Equilíbrio dos deficientes visuais antes e após Gameterapia
Frade, M. C. M., Cardeña, J. P., Shimano, S. G. N., Oliveira, C. C. E. S., & de Oliveira, N. M. L. (2014) · Revista Educação Especial · doi:10.5902/1984686x13720 · Cited by 6
Utamayasa, I. G. D., Kusuma, A. I., & Ariani, L. P. T. (2025) · Journal of Human Sport and Exercise · doi:10.55860/pd3pdm39 · Cited by 5
“…show that VR and exergames can significantly improve children's motor skills compared to the control group, consistent with previous studies (Jelsma et al., 2013), which conducted VR training (Nintendo Wii Fit) for 25 minutes, 4 times a week for 3 weeks and found that children's motor…”
Ziab, H. M., Saleh, S., Talebian, S., Olyaei, G., Mazbouh, R., Sarraj, A. R., & Hadian, M. R. (2024) · Journal of Pediatric Rehabilitation Medicine · doi:10.3233/prm-220120 · Cited by 5
“Jelsma et al. also reported that a three-week Nintendo Wii Fit training program improved the balance of children with spastic hemiplegia with results lasting up to two months post-treatment [62].”
The Landscape of Virtual Reality Use in Mobility Rehabilitation from 2010–2023: A Scoping Review
Felsberg, D. T., Pousti, R., Howard, C. K., Ross, S. E., Raisbeck, L. D., McGuirt, J. T., & Rhea, C. K. (2025) · Technologies · doi:10.3390/technologies13050167 · Cited by 5
Aras, B., Seyyar, G. K., Kayan, D., & Aras, Ö. (2018) · Journal of Developmental and Physical Disabilities · doi:10.1007/s10882-018-9644-7 · Cited by 5
Jogos sérios em saúde: conceitos e aplicações
de Lima, T. F. M., de Assis, G. A., Corrêa, A. G. D., & Brandão, A. F. (2021) · doi:10.29327/558730.1-11 · Cited by 5
Yun, C.-K., & Yoo, J.-N. (2016) · Journal of the Korean Society of Physical Medicine · doi:10.13066/kspm.2016.11.3.133 · Cited by 5
“This is consistent with the study results that reported that intervention methods that induce active movement of COG within BOS through motivation induction, such as training devices using games, are effective in improving balance ability (Jelsma et al., 2013).”
Result
Metadata
- Authors
- Jelsma, J., Pronk, M., Ferguson, G., & Jelsma-Smit, D.
- Affiliations
- University of Cape Town (ZA)
- Corresponding author
- Jelsma, Jennifer
- Venue
- Developmental Neurorehabilitation
- Publisher
- Informa UK Limited
- Published
- 2012-10-03
- Volume
- 16
- Issue
- 1
- Pages
- 27-37
- ISSN
- 1363-8491 (ISSN-L)
- 1751-8423
- 1751-8431
- OpenAlex
- W2023488182
- Cited by
- 150
- References
- 39
- Citations by year
- 2026: 2 · 2025: 9 · 2024: 9 · 2023: 5 · 2022: 9 · 2021: 10 · 2020: 4 · 2019: 12 · 2018: 15 · 2017: 21 · 2016: 20 · 2015: 9 · 2014: 18 · 2013: 7
- FWCI
- 7.75
- Type
- journal article
- Language
- en
- Open access
- green
- hdl.handle.net
- Licence
- other-oa
- Locations
- Developmental Neurorehabilitation (publishedVersion)
- PubMed (publishedVersion)
- University of Groningen research database (University of Groningen / Centre for Information Technology) (submittedVersion, other-oa)
- University of Groningen research database (University of Groningen / Centre for Information Technology) (submittedVersion)
- Funders
- EuroQol Research Foundation
- University of Cape Town
- Topics
- Health Sciences › Medicine › Rehabilitation › Cerebral Palsy and Movement Disorders
- Health Sciences › Medicine › Rehabilitation › Stroke Rehabilitation and Recovery
- Social Sciences › Psychology › Developmental and Educational Psychology › Children's Physical and Motor Development
- Keywords
- Wii Fit, spastic hemiplegic cerebral palsy, balance control, gross motor function, children, physiotherapy, Timed Up and Go test, treatment preferences, adjunctive therapy
- MeSH terms
- Adolescent, Cerebral Palsy, Child, Postural Balance, Female, Hemiplegia, Humans, Male, Motor Skills, User-Computer Interface, Exercise, Video Games, Physical Therapy Modalities
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