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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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Cited by
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Advantages of virtual reality in the rehabilitation of balance and gait
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“…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 =…”
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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)…”
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BackgroundSelf-citation
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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