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Intensive Training with Virtual Reality on Mobility in Adolescents with Cerebral Palsy-Single Subject Design
Elisa Valenzuela1,2, Renata Rosa2,3, Carlos Monteiro2
1Graduate Program in Rehabilitation Sciences and Physical Functional Performance, Physical Therapy School, Universidade Federal de Juiz de Fora (UFJF), Juiz de Fora 36038-330, Brazil.
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.
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