Electromyographic biofeedback-driven gaming to alter calf muscle activation during gait in children with spastic

Eline Flux1, Lynn Bar-On2, Annemieke I Buizer3

  • 1Amsterdam UMC location Vrije Universiteit Amsterdam, Department of Rehabilitation Medicine, Amsterdam, the Netherlands; Amsterdam Movement Sciences, Rehabilitation & Development, Amsterdam, the Netherlands.

Gait & Posture
|March 4, 2023
PubMed

Insights

Children with cerebral palsy can improve calf muscle activation during gait using enjoyable biofeedback gaming. This single session showed improvements in muscle activity patterns, benefiting gait training potential.

Area of Science:

  • Biomedical Engineering
  • Neuroscience
  • Rehabilitation Science

Background:

  • Children with cerebral palsy (CP) exhibit atypical calf muscle activation during gait, characterized by excessive early stance and insufficient push-off.
  • These gait deviations can impact mobility and increase the risk of secondary complications.

Purpose of the Study:

  • To investigate if a single session of implicit biofeedback-driven gaming can improve calf muscle activation patterns in children with spastic cerebral palsy during gait.
  • To assess the feasibility and engagement of using game-based biofeedback for gait training in this population.

Main Methods:

  • Eighteen children with spastic CP (ages 6-17) participated in a single session of treadmill walking with electromyographic (EMG) biofeedback.
  • Biofeedback targeted reducing early stance, increasing push-off, or both, delivered through an implicit game-based approach.
  • EMG activity, double-bump index, perceived competence, and interest-enjoyment were measured.

Main Results:

  • Children demonstrated statistically significant reductions in early stance calf muscle EMG activity (6.8%) and increases in push-off activity (8.1%).
  • A trend towards improvement was observed during combined feedback trials (6.5%).
  • Twelve out of eighteen participants showed individual improvements, and children reported high interest-enjoyment (8.4/10) and perceived competence (8.1/10).

Conclusions:

  • Implicit biofeedback-driven gaming can elicit immediate, albeit small, improvements in calf muscle activation patterns in children with CP within a single session.
  • The enjoyable nature of the gaming intervention suggests potential for engaging children in future gait training.
  • This approach warrants further investigation in follow-up studies to assess long-term retention and functional benefits.
Abstract

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