Effects of Augmented Reality Interventions on the Function of Upper Extremity and Balance in Children With Spastic

Wardah Hussain Malick1, Rizwana Butt1, Waqar Ahmed Awan2

  • 1Physiotherapy Department, National Institute of Rehabilitation Medicine, Islamabad, Pakistan.

Insights

Augmented reality (AR) games effectively improved upper extremity (UE) function and balance in children with spastic hemiplegic cerebral palsy (SHCP). The Balance It game showed particular promise for enhancing balance in these children.

Area of Science:

  • Pediatric Rehabilitation
  • Rehabilitation Technology
  • Neurology

Background:

  • Spastic hemiplegic cerebral palsy (SHCP) significantly impacts motor function in children.
  • Upper extremity (UE) function and balance deficits are common challenges for children with SHCP.
  • Innovative therapeutic interventions are needed to address these functional impairments.

Purpose of the Study:

  • To evaluate the efficacy of augmented reality (AR) interventions for improving UE function and balance in children with SHCP.
  • To compare the effects of three different AR games on motor outcomes.
  • To identify potential differences in effectiveness between AR game interventions.

Main Methods:

  • Thirty children (aged 6-12 years) with SHCP were randomly assigned to three AR intervention groups (Balance It, Bubble Pop, Scoop'd).
  • Interventions lasted 8 weeks, with UE function assessed using the Disability of Arm, Shoulder, and Hand (DASH) questionnaire and balance using the Pediatric Balance Scale (PBS).
  • Statistical analyses included mixed ANOVA, Wilcoxon signed-rank test, and Kruskal Wallis test to compare outcomes within and between groups.

Main Results:

  • All AR intervention groups demonstrated significant improvements in total DASH and PBS scores post-intervention.
  • A significant difference was observed in 'standing with one foot in front' balance between the Bubble Pop and Balance It groups (p=0.03).
  • The total PBS score also showed a significant difference between the Bubble Pop and Balance It groups (p=0.02).

Conclusions:

  • Augmented reality interventions are effective in enhancing UE function and balance in children with SHCP.
  • The 'Balance It' AR game demonstrated a notable advantage in improving balance compared to other games.
  • No significant differences were found between the three AR games regarding improvements in UE function.
Abstract

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