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Fully Immersive Virtual Reality Game-Based Training for an Adolescent with Spastic Diplegic Cerebral Palsy: A Case
Kyeongbong Lee1, HyeJin Oh2, GyuChang Lee3
1Department of Physical Therapy, Kangwon National University, Samcheok 25949, Korea.
Fully immersive virtual reality (VR) game-based training improved motor function, balance, and gait in an adolescent with cerebral palsy. This VR intervention shows promise for enhancing mobility skills in pediatric patients.
Area of Science:
- Rehabilitation Medicine
- Neuroscience
- Virtual Reality Technology
Background:
- Virtual reality-based training (VR-based training) is gaining traction for its potential to enhance participant interest and motivation.
- However, research on the efficacy of fully immersive VR-based training remains limited.
Observation:
- A case study involved a 15-year-old female diagnosed with spastic diplegia cerebral palsy (Gross Motor Function Classification System level II).
- The intervention consisted of a six-week program with 18 sessions of fully immersive VR game-based training using PlayStation®VR.
- Pre- and post-intervention assessments included the Gross Motor Function Measure-88 (GMFM-88), Pediatric Balance Scale (PBS), Timed Up and Go test (TUG), Functional Gait Assessment (FGA), and 10-meter walking test (10MWT).
Findings:
- Significant improvements were observed across multiple functional measures post-intervention.
- GMFM-88 scores increased by 9.31 points, PBS scores by 6 points, and FGA scores by 3 points.
- The TUG and 10MWT showed notable decreases in time, indicating improved gait speed and efficiency (TUG: 6.9s decrease; 10MWT: 6.59s decrease).
Implications:
- Fully immersive VR game-based training may serve as an effective therapeutic intervention for adolescents with cerebral palsy, specifically those classified as GMFCS level II.
- This approach has the potential to enhance motor function, balance, and gait skills in this population.
- Further research is warranted to explore the broader applications and long-term effects of VR-based interventions in pediatric rehabilitation.
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