Acute Impact on Balance and Performance of Interactive Video Games in Cerebral Palsy
Title and abstract are a translation · original language: Turkish
Journal of Occupational Therapy and Rehabilitation, Volume 6, Issue 2 (2017) pp. 95–104
- 2017
- Turkish
- doi.org/10.30720/ered.463494
This record comes from the journal's DergiPark archive; original page: DergiPark
Abstract
Purpose: Purpose: Comparing acute effects of video game therapy(VOT) and neurodevelopmental therapy (NGT) in cerebral palsy (SP) in relationto performance, balance. Materialand Methods: Between ages of 6-18, 20 SP individuals were included in the study.Functional levels; Gross Motor Function Classification System (GMFCS), physicalperformance; 10m walking, 5 stairs climbing up (5SCU), down (5SCD), spasticity;Modified Ashworth Scale, gross motor function; Gross Motor FunctionMeasurement-88; functional balance performances were assessed by timed up &go test (TUG) and right-left single-leg raise (SLR). NGT and VOT (4 standardgames, Nintendo Wii game console) were applied for 45 minutes. Evaluations weredone before-after interventions. Results: Performance parameters;there is no significant improvement in both therapy sessions. Equilibriumperformances; in VOT; there is significant improvement about TUG, left SLR(Z=-2,576, p=0.01), but not in NGT (Z=-1,531, p=0,126). Compared with SpasticDiplegic (SDI) and Hemiplegic (SHI) subjects in VOT, significant improvementobtained in 5SCU in favor of SDI (p=0,01). Comparing GMFCS subgroups (GMFCSI-II) in VOT; significant improvement observed in GMFCS II about 5SCU (p=0,01)and TUG (p=0,035). Discussion: In SP, the inclusionof game therapy in standard treatment will be beneficial in terms of balanceand performance and it is important to select games appropriate to the clinicalchart of the patient.
Abstract (Turkish)
Serebral Palsi’de İnteraktif Video Oyunlarının Denge ve Performans Üzerine Akut Etkisi
Amaç: Serebral Palsi(SP)’li bireylerde video oyunları terapisi (VOT) ile nörogelişimsel terapinin(NGT) performans, denge üzerindeki akut etkilerini karşılaştırmaktır. Gereç ve Yöntem: Çalışmaya 6-18 yaşlarıarasında 20 SP’li birey dahil edildi. Fonksiyonel düzeyleri; Kaba MotorFonksiyon Sınıflama Sistemi (KMFSS), spastisiteleri Modifiye Ashword Skalası(MAS), kaba motor fonksiyonları Kaba Motor Fonksiyon Ölçeği-88 (KMFÖ-88)D&E modüllerine göre, fiziksel performansları 10m yürüme, 5 basamakmerdiven inme ve çıkma sürelerine (5BMİS-5MBÇS) göre; fonksiyonel dengeperformansları süreli kalk ve yürü testi (SKYT), sağ-sol tek ayak üzerindedurma süreleri (TAÜDS) ile değerlendirildi. Birer seans NGT ve Nintendo Wiioyun konsolunda, 4 standart oyundan oluşan VOT uygulandı. 45 dakika süren 2müdahelede önce ve sonrasında değerlendirmeler yapıldı. Sonuçlar: Performans parametrelerinde, terapi seanslarında anlamlıgelişme elde edilemedi. Denge performanslarında; VOT’da SKYT ve sol TAÜDS’deanlamlı gelişme olduğu belirlenirken (Z=-2,576, p=0,01), NGT’de elde edilmedi(Z=-1,531, p=0,126). VOT’da Spastik Diplejik (SDİ) ve Hemiplejik (SHİ) bireylerkarşılaştırıldığında, 5BMÇ’da SDİ lehine anlamlı gelişme elde edildi (p=0,01).VOT’da KMFSS alt grupları; (KMFSS I-II) karşılaştırıldığında, 5BMÇS (p=0,01) veSKYT’de (p=0,035) KMFSS II’de anlamlı gelişme elde edildi. Tartışma: SP’li bireylerde denge, performans açısından standarttedaviye oyun terapisinin eklenmesinin daha fazla fayda sağlayacağı, SP’dehastanın klinik tablosuna uygun oyun seçiminin önemli olduğu sonuçlarınavarılmıştır.
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References
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Cite this publication
APA 7
Kaya, P., & Tunca Yılmaz, Ö. (2017). Acute Impact on Balance and Performance of Interactive Video Games in Cerebral Palsy. Journal of Occupational Therapy and Rehabilitation, 6(2), 95–104. https://doi.org/10.30720/ered.463494
BibTeX
@article{kaya2017acute,
author = {Kaya, P{\i}nar and Tunca Y{\i}lmaz, {\"O}znur},
title = {{Acute Impact on Balance and Performance of Interactive Video Games in Cerebral Palsy}},
journal = {Journal of Occupational Therapy and Rehabilitation},
volume = {6},
number = {2},
pages = {95--104},
publisher = {Hacettepe {\"U}niversitesi},
year = {2017},
month = {11},
issn = {2147-8945},
doi = {10.30720/ered.463494},
url = {https://hacettepe.hbtech.com.tr/en/publication/serebral-palside-interaktif-video-oyunlarinin-denge-ve-performans-uzerine-akut-etkisi},
language = {tr},
keywords = {Sa{\u{g}}l{\i}k Kurumlar{\i} Y{\"o}netimi},
abstract = {Purpose: Purpose: Comparing acute effects of video game therapy(VOT) and neurodevelopmental therapy (NGT) in cerebral palsy (SP) in relationto performance, balance. Materialand Methods: Between ages of 6-18, 20 SP individuals were included in the study.Functional levels; Gross Motor Function Classification System (GMFCS), physicalperformance; 10m walking, 5 stairs climbing up (5SCU), down (5SCD), spasticity;Modified Ashworth Scale, gross motor function; Gross Motor FunctionMeasurement-88; functional balance performances were assessed by timed up \&go test (TUG) and right-left single-leg raise (SLR). NGT and VOT (4 standardgames, Nintendo Wii game console) were applied for 45 minutes. Evaluations weredone before-after interventions. Results: Performance parameters;there is no significant improvement in both therapy sessions. Equilibriumperformances; in VOT; there is significant improvement about TUG, left SLR(Z=-2,576, p=0.01), but not in NGT (Z=-1,531, p=0,126). Compared with SpasticDiplegic (SDI) and Hemiplegic (SHI) subjects in VOT, significant improvementobtained in 5SCU in favor of SDI (p=0,01). Comparing GMFCS subgroups (GMFCSI-II) in VOT; significant improvement observed in GMFCS II about 5SCU (p=0,01)and TUG (p=0,035). Discussion: In SP, the inclusionof game therapy in standard treatment will be beneficial in terms of balanceand performance and it is important to select games appropriate to the clinicalchart of the patient.}
}
RIS
TY - JOUR AU - Kaya, Pınar AU - Tunca Yılmaz, Öznur TI - Acute Impact on Balance and Performance of Interactive Video Games in Cerebral Palsy T2 - Journal of Occupational Therapy and Rehabilitation VL - 6 IS - 2 PY - 2017 DA - 2017/11/29/ SP - 95 EP - 104 PB - Hacettepe Üniversitesi SN - 2147-8945 DO - 10.30720/ered.463494 UR - https://hacettepe.hbtech.com.tr/en/publication/serebral-palside-interaktif-video-oyunlarinin-denge-ve-performans-uzerine-akut-etkisi AB - Purpose: Purpose: Comparing acute effects of video game therapy(VOT) and neurodevelopmental therapy (NGT) in cerebral palsy (SP) in relationto performance, balance. Materialand Methods: Between ages of 6-18, 20 SP individuals were included in the study.Functional levels; Gross Motor Function Classification System (GMFCS), physicalperformance; 10m walking, 5 stairs climbing up (5SCU), down (5SCD), spasticity;Modified Ashworth Scale, gross motor function; Gross Motor FunctionMeasurement-88; functional balance performances were assessed by timed up &go test (TUG) and right-left single-leg raise (SLR). NGT and VOT (4 standardgames, Nintendo Wii game console) were applied for 45 minutes. Evaluations weredone before-after interventions. Results: Performance parameters;there is no significant improvement in both therapy sessions. Equilibriumperformances; in VOT; there is significant improvement about TUG, left SLR(Z=-2,576, p=0.01), but not in NGT (Z=-1,531, p=0,126). Compared with SpasticDiplegic (SDI) and Hemiplegic (SHI) subjects in VOT, significant improvementobtained in 5SCU in favor of SDI (p=0,01). Comparing GMFCS subgroups (GMFCSI-II) in VOT; significant improvement observed in GMFCS II about 5SCU (p=0,01)and TUG (p=0,035). Discussion: In SP, the inclusionof game therapy in standard treatment will be beneficial in terms of balanceand performance and it is important to select games appropriate to the clinicalchart of the patient. KW - Sağlık Kurumları Yönetimi LA - tr ER -