Active Video Games and Low-Cost Virtual Reality: An Ideal Therapeutic Modality for Children With Physical

Marika Demers1, Ophélie Martinie2,3, Carolee Winstein1

  • 1Division of Biokinesiology and Physical Therapy, University of Southern California, Los Angeles, CA, United States.

Frontiers in Neurology
|December 31, 2020
PubMed

Insights

Active video games and low-cost virtual reality offer promising at-home rehabilitation for children with physical disabilities during the COVID-19 pandemic. These technologies provide engaging, effective physical therapy alternatives when in-person services are interrupted.

Area of Science:

  • Rehabilitation Medicine
  • Pediatric Physical Therapy
  • Digital Health Technologies

Background:

  • Coronavirus (COVID-19) guidelines have interrupted essential rehabilitation services.
  • Children with physical disabilities, such as cerebral palsy, face challenges accessing consistent physical therapy.
  • Maintaining physical activity gains during service interruptions is crucial for this population.

Purpose of the Study:

  • To explore active video games and low-cost virtual reality as viable telerehabilitation solutions.
  • To provide strategies for clinicians to integrate these technologies into practice during a pandemic.
  • To address the need for continued physical rehabilitation for children with disabilities.

Main Methods:

  • Utilizing synchronous or asynchronous telerehabilitation formats with therapist collaboration.
  • Incorporating active video games and low-cost virtual reality into individualized at-home treatment plans.
  • Leveraging the motivating and ludic features of these technologies for pediatric engagement.

Main Results:

  • Active video games and virtual reality demonstrate potential as effective therapeutic interventions for pediatric physical disabilities.
  • These technologies facilitate high repetitions of movement in a challenging, multi-modal training environment.
  • They offer a unique opportunity to foster engaged practice beyond typical household activities.

Conclusions:

  • Active video games and low-cost virtual reality are promising for at-home rehabilitation during the COVID-19 pandemic.
  • These digital tools can help mitigate the impact of interrupted rehabilitation services.
  • Clinicians can adopt these technologies to ensure continuity of care and maintain patient progress.