Related Experiment Video
Updated: Jul 29, 2026

Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation
Published on: March 8, 2018
Feasibility of Pediatric Game-Based Neurorehabilitation Using Telehealth Technologies: A Case Report
Grace Reifenberg1, Gabrielle Gabrosek2, Kelly Tanner3
1Grace Reifenberg, BS, is Student Research Assistant, Child & Adolescent Health, Rehabilitation, & Evaluation (CAHRE) Lab, The Ohio State University, Columbus.
Abstract:
This case report is the first in a series of reports designed to determine the feasibility of implementing game-based neurorehabilitation using telehealth technologies (GbN+TT) for children with cerebral palsy, evaluate the responsiveness of relevant outcome measures to changes in motor impairment and activity participation after intervention, and identify technological challenges associated with implementation of GbN+TT. The participant completed more than 56 hr of game-based neurorehabilitation over 8 wk using the Timocco platform in his home. The primary measures of motor impairment (Bruininks-Oseretsky Test of Motor Proficiency, Second Edition) and function (Pediatric Motor Activity Log) were both sensitive to change. Results indicate that it is feasible to administer GbN+TT to a child with cerebral palsy and monitor outcomes using standardized assessments.

