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The effect of video-based games on upper extremity function and activity participation in children with hemiparetic
Şengül Şen Tekin1, Feride Yarar2
1Institute of Health Sciences, Pamukkale University, Denizli, Turkey.
Background And Objective:
Upper extremity dysfunction and limited participation in daily activities are common in children with hemiparetic cerebral palsy and may restrict independence and social engagement. Interactive video-based rehabilitation has emerged as a promising adjunct to conventional therapy. This study aimed to evaluate whether motion-detection video games (Microsoft Xbox Kinect) combined with neurodevelopmental therapy (NDT) provide additional benefits in upper extremity function and activity participation compared with NDT alone.
Methods:
This randomized controlled study included children aged 7-13 years with hemiparetic cerebral palsy classified as Levels I-III according to the Gross Motor Function Classification System and Levels 1-3 on the Manual Ability Classification System. Participants were randomly assigned to an intervention group receiving combined NDT and video-game-based training or a control group receiving only NDT for 12 weeks. The study was conducted at Özel İlk Yankı Special Education and Rehabilitation Center. Outcomes included hand function assessed by the Nine-Hole Peg Test (9HPT) and Duruöz Hand Index (DHI), and activity participation assessed by the Assistance to Participation Scale (APS). Assessments were performed at baseline and post-intervention by a blinded physiotherapist. Data were analyzed using parametric tests, and effect sizes were calculated. .
Results:
A total of 24 participants completed the study (n = 12 per group). Both groups demonstrated significant within-group improvements in APS, DHI, and 9HPT scores (p < .05). Between-group comparisons revealed significantly greater improvements in the intervention group for APS (p = .043) and DHI (p = .049), with large effect sizes (d = 0.87 and d = 0.84, respectively). No statistically significant between-group difference was observed for 9HPT (p = .096), although a moderate effect size (d = 0.71) was detected.
Conclusion:
The addition of video-based gaming to conventional NDT may provide additional benefits in functional hand use and activity participation in children with hemiparetic cerebral palsy when delivered within a matched therapy dosage framework. Although no significant between-group difference was observed in fine motor performance, the moderate effect size suggests a potential effect that may not have reached statistical significance. Video-based gaming may be considered a feasible complementary approach in pediatric neurorehabilitation; however, further studies with larger sample sizes and long-term follow-up are warranted.
Clinicaltrials. Gov:
NCT07421193; https://clinicaltrials.gov/study/NCT07421193.