The DOI matches its Crossref record; 42 of the 42 references it cites were found in a registry or an index.
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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Cites
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“Non-overlap of all pairs (NAP) as recommended by Parker and Vannest [28] was used to determine the impact of treatment on each individual.”
BackgroundMethodInfluentialEffectiveness of Virtual Reality Using Wii Gaming Technology in Stroke Rehabilitation
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“A stable baseline is established [27] by a minimum of three multiple baseline measurements, and this allows subjects to act as their own controls [28].”
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Effectiveness of virtual reality using Wii gaming technology in children with Down syndrome
Wuang, Y.-P., Chiang, C.-S., Su, C., & Wang, C.-C. (2010) · Research in Developmental Disabilities · doi:10.1016/j.ridd.2010.10.002 · Cited by 247
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Research works printed but not linked: 4
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- Shumway-Cook A, 2006, Motor control: Translating research into clinical practice3rd
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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-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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