Can Virtual Reality games improve scores on clinical balance scales in children with cerebral palsy

preliminary results of a randomized controlled clinical trial

Abstract (2017)
Author(s)

P. Meyns (Amsterdam UMC, University of Hasselt)

Jaap Harlaar (Amsterdam UMC, TU Delft - Biomechatronics & Human-Machine Control)

Laura van der Pol (Amsterdam UMC)

F. Barkhof (Amsterdam UMC)

Annemieke Buizer (Amsterdam UMC)

Research Group
Biomechatronics & Human-Machine Control
DOI related publication
https://doi.org/10.1016/j.gaitpost.2017.06.390
More Info
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Publication Year
2017
Language
English
Research Group
Biomechatronics & Human-Machine Control
Issue number
Supplement 1
Volume number
57
Pages (from-to)
234-235

Abstract

Due to their sensorimotor disorders, children with cerebral palsy (CP) typically experience poor balance control during standing and walking [1]. Virtual Reality (VR) is increasingly used in balance rehabilitation since literature has indicated some promising effects on for instance motivation [2] and functional outcomes [3] in several patient populations. Some preliminary studies have investigated the effect of VR training on balance in children with CP, however, they describe mixed results [4,5]. The contradictory findings could be the result of insufficient power due to small sample size and use of different measures of balance.

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