A Scoping Review of the Serious Game-Based Rehabilitation of People with Cerebral Palsy
Abstract
:1. Introduction
2. Materials and Methods
2.1. Study Design
2.2. Search Strategy
2.3. Study Selection
2.4. Searching Process
2.5. Data Extraction and Quality Assessments
3. Results
3.1. Search Results
3.2. Methodological Quality of Studies
3.3. Population
3.4. Interventions
3.5. Outcome Measurements
4. Discussion
5. Conclusions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A. Evidence of Interventions in Games Used in Serious Contexts for Persons with Cerebral Palsy
Author | Level of Evidence/Participants/Age Groups | Intervention | Outcome Measurements | Outcome | ||
---|---|---|---|---|---|---|
Group | Session/Time | |||||
Sajan, John, Grace, Sabu, and Tharion [29] | Level I N = 20 Children with CP Age groups: achool-age child, adolescent | Intervention: interactive video gaming with Nintendo Wii Control: conventional therapy | 40 min, 6 days per week, 3 weeks |
| Interactive video gaming with Nintendo Wii may be offered as an effective supplement to conventional therapy in the rehabilitation of children with CP | |
Szturm et al. [40] | Level I N = 20 Children with CP Age groups: preschooler, school-age child | Intervention: novel game-based dual-task balance exercise program Control: Conventional physical therapy balance program | 45 min, 3 days per week, 12 weeks |
| The study demonstrates feasible trial procedures and acceptable dual-task-oriented training with a high compliance rate and positive outcomes | |
Velasco et al. [31] | Level I N = 10 User with CP Age groups: chool-age child | Intervention: cervical and trunk control based on serious videogames and physical exercise Control: Nnon-intervention phase | 25–30 min, 10 sessions |
| Physical therapy, which combines serious games with traditional rehabilitation, can help children with CP achieve better trunk and cervical functions | |
Wade and Porter [15] | Level I (randomized cross-over trial) N = 13 Young people with cerebral palsy Age groups: school-age child, adolescent | Intervention: a seat “cushion” containing a platform was based on a modified games controller Control: traditional physical and occupational therapy | 3 months |
| The study provides evidence that meaningful and engaging therapeutic activities using computer games controlled by upper body tilt can help to improve sitting skills in children with neuromotor dysfunctions | |
Zoccolillo et al. [28] | Level I (randomized cross-over trial) N = 22 Children with CP Age groups: preschooler, school-age child, adolescent | Intervention: video-game-based therapy using Xbox with Kinect device Control: conventional therapy | 1 h, twice a week, 8 weeks |
| Video-game-based therapy using Xbox with Kinect device was effective in improving the motor functions of upper limb extremities in children with CP | |
Amengual Alcover, Jaume-i-Capó, and Moyà-Alcover [13] | Level III N = 9 Spastic hemiplegia and diplegia with CP Age groups: adult | Intervention: PROGame | 20 min, 24 weeks |
| These findings show significant improvements in gait and balance functions, indicators of greater independence in participating adults | |
Camara Machado et al. [4] | Level III N = 28 Children with CP Age groups: school-age child | Intervention: Xbox 360 Kinect games used in the rehabilitation program | 40 min, twice a week, 2 months |
| The intervention led to important motor function enhancements | |
Jaume-i-Capó, Martínez-Bueso, Moyà-Alcover, and Varona [36] | Level III N = 9 Adults diagnosed with CP Age groups: adults | Intervention: serious games for balance rehabilitation therapy | 20 min, one session per week, 24 weeks |
| Serious games for balance rehabilitation showed significant increases in balance and gait function scores, increasing the independence of participating adults | |
Keller and Van Hedel [37] | Level III N = 11 Children and adolescents with CP Age groups: school-age child, adolescent | Intervention: Armeo® Spring the exergame Moorhuhn | 70 min, 3 days, 2 weeks |
| Motor learning performed to train children with CP on affected arm with weight support in a playful, virtual environment | |
Luna-Oliva et al. [38] | Level III N = 11 Spastic hemiplegia and diplegia with CP Age groups: school-age child | Intervention: Xbox 360 Kinect at school | 30 min, 2 days a week, 2 months |
| Our Kinect Xbox 360 protocol showed improvements in balance and activities of daily living in CP participants in a school setting | |
Sandlund, Lindh Waterworth, and Häger [42] | Level III N = 14 Children with CP Age groups: school-age child | Intervention: home-based intervention using the EyeToy for PlayStation2 | 4 weeks |
| Motion interactive games in a home rehabilitation setting is highly feasible to use for children with CP | |
Do, Yoo, Jung, and Park [32] | Level IV N = 3 Spastic hemiplegia with CP Age groups: preschooler, school-age child | Intervention: bilateral arm training using Nintendo Wii game | 30 min, 12 sessions, 10 weeks |
| Bilateral coordination ability and upper limb motor skills on the affected side improved more than during the baseline period | |
MacIntosh, Desailly, Vignais, Vigneron, and Biddiss [30] | Level IV N = 19 Young people with CP Age groups: school-age child, adolescent | Intervention: biofeedback-enhanced therapeutic exercise video game intervention at home | 60 min, once per week, 4 weeks |
| Combining SFC-style coaching using high-quality biofeedback can complement traditional therapies by positively training adolescents in a home rehabilitation setting | |
Peper, Van Loon, Van de Rijt, Salverda, and van Kuijk [39] | Level IV N = 6 Spastic hemiplegia with CP Age groups: school-age child | Intervention: Lissajous-based training on bimanual performance | 9 h for more than 6 weeks |
| Our results evaluate the relationship between the specificity of the AHA and the expected benefits of combining the proposed training with a dedicated ambidextrous functional training program | |
Barton, Hawken, Foster, Holmes, and Butler [14] | Level V N = 1 Spastic diplegia with CP Age groups: school-age child | Intervention: Goblin Post Office game on the CAREN virtual rehabilitation system | 30 min, twice a week, 6 weeks |
| Co-contractions causing increased coupling are expected to reduce over longer exposure times to training | |
Burdea et al. [41] | Level V N = 3 Children with CP Age groups: school-age child | Intervention: playing two custom virtual reality games | 3 times per week, 12 weeks |
| Game technology is suitable for the age group and is accepted by the participants, supporting the hypothesis that the game-based robotic training of the ankle is beneficial for walking in children with CP | |
Moldovan, Ghircău, Podar, Rîză, and Moldovan [33] | Level V N = 1 Spastic hemiplegia with CP Age groups: school-age child | Intervention: MIRA exergames with Kinect Xbox® sensor | 30 min, 3 sessions a week, 14 months |
| Long-term virtual occupational therapy associated with the conventional rehabilitation program improved motor function and performance in a child with cerebral palsy and hemiparesis | |
Reifenberg et al. [34] | Level V N = 1 Spastic hemiplegia with CP Age groups: preschooler | Intervention: game-based neurorehabilitation using telehealth technologies | 7 h for 8 weeks |
| It is feasible to administer game-based neurorehabilitation to a child with cerebral palsy | |
Sanjay, Kanitkar, Szturm, Gaonkar, and Ankolekar [35] | Level V N = 1 Left spastic hemiplegia with CP Age groups: preschooler | Intervention: computer game-assisted repetitive task practice-based upper extremity therapy program | 40–60 min, 2~3 days per week, 16 weeks |
| The feasibility and acceptability of the G-RTP program demonstrated for use by children with UE motor impairments |
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Levels of Quality | Definition | Frequency (%) |
---|---|---|
I | Randomized controlled trials | 5 (26.3) |
II | Non-randomized two-group studies | 0 (0.0) |
III | Non-randomized one-group studies | 6 (31.6) |
IV | Single experimental studies | 3 (15.8) |
V | Case reports | 5 (26.3) |
Total | 19 (100.0) |
Author (Year) | Study Purpose | Literature | Design | Sample | Outcomes | Interventions | Results | Conclusions | Sum |
---|---|---|---|---|---|---|---|---|---|
Amengual Alcover, Jaume-i-Capó, and Moyà-Alcover [13] | 1(1) | 1(1) | 1(1) | 1(2) | 2(2) | 2(3) | 2(4) | 1(1) | 11(15) |
Barton, Hawken, Foster, Holmes, and Butler [14] | 1(1) | 1(1) | 1(1) | 1(2) | 2(2) | 2(3) | 3(4) | 1(1) | 12(15) |
Burdea et al. [41] | 1(1) | 1(1) | 1(1) | 1(2) | 1(2) | 2(3) | 2(4) | 1(1) | 10(15) |
Camara Machado et al. [4] | 1(1) | 1(1) | 1(1) | 1(2) | 2(2) | 2(3) | 3(4) | 1(1) | 12(15) |
Do, Yoo, Jung, and Park [32] | 1(1) | 1(1) | 1(1) | 1(2) | 2(2) | 2(3) | 2(4) | 1(1) | 11(15) |
Jaume-i-Capó, Martínez-Bueso, Moyà-Alcover, and Varona [36] | 1(1) | 1(1) | 1(1) | 1(2) | 2(2) | 2(3) | 3(4) | 1(1) | 12(15) |
Keller and Van Hedel [37] | 1(1) | 1(1) | 1(1) | 1(2) | 2(2) | 2(3) | 3(4) | 1(1) | 12(15) |
Luna-Oliva et al. [38] | 1(1) | 1(1) | 1(1) | 1(2) | 2(2) | 2(3) | 3(4) | 1(1) | 12(15) |
MacIntosh, Desailly, Vignais, Vigneron, and Biddiss [30] | 1(1) | 1(1) | 1(1) | 2(2) | 2(2) | 2(3) | 3(4) | 1(1) | 13(15) |
Moldovan, Ghircău, Podar, Rîză, and Moldovan [33] | 1(1) | 1(1) | 1(1) | 1(2) | 2(2) | 2(3) | 2(4) | 1(1) | 11(15) |
Peper, Van Loon, Van de Rijt, Salverda, and van Kuijk [39] | 1(1) | 1(1) | 1(1) | 1(2) | 2(2) | 2(3) | 3(4) | 1(1) | 12(15) |
Reifenberg et al. [34] | 1(1) | 1(1) | 1(1) | 1(2) | 2(2) | 2(3) | 2(4) | 1(1) | 11(15) |
Sajan, John, Grace, Sabu, and Tharion [29] | 1(1) | 1(1) | 1(1) | 2(2) | 2(2) | 3(3) | 4(4) | 1(1) | 15(15) |
Sandlund, Lindh Waterworth, and Häger [42] | 1(1) | 1(1) | 1(1) | 1(2) | 2(2) | 1(3) | 3(4) | 1(1) | 11(15) |
Sanjay, Kanitkar, Szturm, Gaonkar, and Ankolekar [35] | 1(1) | 1(1) | 1(1) | 1(2) | 2(2) | 2(3) | 2(4) | 1(1) | 11(15) |
Szturm et al. [40] | 1(1) | 1(1) | 1(1) | 1(2) | 2(2) | 2(3) | 3(4) | 1(1) | 12(15) |
Velasco et al. [31] | 1(1) | 1(1) | 1(1) | 1(2) | 2(2) | 3(3) | 3(4) | 1(1) | 13(15) |
Wade and Porter [15] | 1(1) | 1(1) | 1(1) | 1(2) | 2(2) | 3(3) | 3(4) | 1(1) | 13(15) |
Zoccolillo et al. [28] | 1(1) | 1(1) | 1(1) | 1(2) | 2(2) | 1(3) | 4(4) | 1(1) | 12(15) |
Body Functions | Activities and Participation |
---|---|
Level I
| Level III
|
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Ahn, S.N. A Scoping Review of the Serious Game-Based Rehabilitation of People with Cerebral Palsy. Int. J. Environ. Res. Public Health 2023, 20, 7006. https://doi.org/10.3390/ijerph20217006
Ahn SN. A Scoping Review of the Serious Game-Based Rehabilitation of People with Cerebral Palsy. International Journal of Environmental Research and Public Health. 2023; 20(21):7006. https://doi.org/10.3390/ijerph20217006
Chicago/Turabian StyleAhn, Si Nae. 2023. "A Scoping Review of the Serious Game-Based Rehabilitation of People with Cerebral Palsy" International Journal of Environmental Research and Public Health 20, no. 21: 7006. https://doi.org/10.3390/ijerph20217006