Can balance in children with cerebral palsy improve through use of an activity promoting computer game?

Nerrolyn Ramstrand1, Frida Lygnegård

  • 1Department of Rehabilitation, School of Health Sciences, Jönköping University, 55111Jönköping, Sweden. Nerrolyn.ramstrand@hhj.hj.se

Insights

Nintendo Wii Fit did not significantly improve balance in children with cerebral palsy. This home-based intervention over five weeks showed no measurable benefits for balance outcomes in this pediatric population.

Area of Science:

  • Pediatric rehabilitation
  • Neurology
  • Game-based therapy

Background:

  • Cerebral palsy (CP) affects motor function, including balance.
  • Home-based interventions are sought to improve accessibility and adherence.
  • Nintendo Wii Fit is a commercially available exergaming platform.

Purpose of the Study:

  • To evaluate the effectiveness of Nintendo Wii Fit for improving balance in children with cerebral palsy (CP).
  • To assess the impact of a home-based activity-promoting computer game on balance outcome measures.

Main Methods:

  • Eighteen children with hemiplegic or diplegic CP participated.
  • A randomized cross-over design was employed.
  • Balance was assessed using the modified sensory organization test, reactive balance test, and rhythmic weight shift test after 5 weeks of Wii Fit use and a 5-week control period.

Main Results:

  • No statistically significant differences were found in any balance measures between the intervention and control periods (p > 0.05).
  • The Nintendo Wii Fit intervention did not yield improvements in tested balance outcomes.

Conclusions:

  • Home-based use of Nintendo Wii Fit for 30 minutes daily over five weeks is ineffective for balance training in children with cerebral palsy.
  • Further research may be needed to explore alternative or modified game-based interventions for this population.
Abstract

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