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Intensive Training with Virtual Reality on Mobility in Adolescents with Cerebral Palsy—Single Subject Design

Elisa Valenzuela, Renata Rosa, Carlos Monteiro, Leslie Keniston, Kênnea Ayupe, Jaqueline Frônio and Paula Chagas
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Elisa Valenzuela: Graduate Program in Rehabilitation Sciences and Physical Functional Performance, Physical Therapy School, Universidade Federal de Juiz de Fora (UFJF), Juiz de Fora 36038-330, Brazil
Renata Rosa: Graduate Program in Reahabilitation Sciences, Medicine School, Universidade de São Paulo, São Paulo 01246-903, Brazil
Carlos Monteiro: Graduate Program in Reahabilitation Sciences, Medicine School, Universidade de São Paulo, São Paulo 01246-903, Brazil
Leslie Keniston: Department of Physical Therapy, University of Maryland Eastern Shore (UMES), Princess Anne, MD 21613, USA
Kênnea Ayupe: Physical Therapy School, Universidade de Brasília (UnB), Brasília 72220-275, Brazil
Jaqueline Frônio: Graduate Program in Rehabilitation Sciences and Physical Functional Performance, Physical Therapy School, Universidade Federal de Juiz de Fora (UFJF), Juiz de Fora 36038-330, Brazil
Paula Chagas: Graduate Program in Rehabilitation Sciences and Physical Functional Performance, Physical Therapy School, Universidade Federal de Juiz de Fora (UFJF), Juiz de Fora 36038-330, Brazil

IJERPH, 2021, vol. 18, issue 19, 1-12

Abstract: Purpose: To evaluate the effects of a short-term intensive virtual reality intervention in adolescents with cerebral palsy (CP). Methods: Single-subject design, type A–B-follow-up, with four participants (P) with CP, 15–18 years, GMFCS level II. A two-week intervention phase was performed with twelve Nintendo ® Wii games in six sessions (90 min) per week. Outcome variables were semi-static balance (Pressure Center Oscillation—PCO), gait speed (Ten Meter Walk Test at usual speed—TMWT-U; and fast speed—TMWT-F), mobility (Timed Up and Go test—TUG), endurance (sit-to-stand test 5 times—STS-5), and gross motor activity (Gross Motor Function Measure—GMFM). Results: Statistical improvements were observed in GMFM-D (P2–P3), TMWT-F (P2–P3–P4) and TMWT-U (P2), STS-5 (P3–P4), TUG (P3), and PCO (P2–P3), assessed by level, trend, latency, and visual inspection to analyze change. Conclusions: This study shows that a short-term intensive intervention using Nintendo ® Wii-based games in adolescents, GMFCS level II, can be an effective therapy, leading to some recovery of functioning in these young people.

Keywords: adolescents; cerebral palsy; functioning; intensive training; virtual reality (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2021
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