Abstract:
OBJECTIVE:Impaired balance is disabling for children with cerebral palsy (CPc), especially for CPc who recently underwent lower limb surgery. Positive results of using virtual reality (VR) in balance rehabilitation have been published in several outpatient populations. We investigated the feasibility of applying additional VR training focused on sitting balance in CP inpatients of a rehabilitation center after lower limb surgery. Additionally, we investigated the rate of enjoyment of VR training compared with conventional physiotherapy. MATERIALS AND METHODS:Eleven spastic CPc (4/7 males/females) following rehabilitation after lower limb orthopedic surgery were included (5-18 years). The control group received conventional physiotherapy. The intervention group received additional VR training. Balance was measured using the Trunk Control Measurement Scale every 3 weeks of the rehabilitation period. Enjoyment was analyzed using a 10-point Visual Analog Scale. RESULTS:Providing additional VR training was feasible in terms of recruitment, treatment adherence, and assessment adherence. Both groups improved sitting balance after therapy. The current games were not perceived as more enjoyable than conventional physiotherapy. CONCLUSION:Including additional VR training to conventional physiotherapy is feasible and might be promising to train sitting balance in CPc after lower limb surgery. Future research should take equal patient allocation and training duration between groups into consideration.
journal_name
Games Health Jjournal_title
Games for health journalauthors
Meyns P,Pans L,Plasmans K,Heyrman L,Desloovere K,Molenaers Gdoi
10.1089/g4h.2016.0069subject
Has Abstractpub_date
2017-02-01 00:00:00pages
39-48issue
1eissn
2161-783Xissn
2161-7856journal_volume
6pub_type
杂志文章abstract:: Objective: To compare the strength of the middle deltoid muscle by means of dynamometry and the Shoulder Pain and Disability Index (SPADI) in participants in treatment for cancer after the practice of an exergaming protocol. Materials and Methods: ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2019.0113
更新日期:2020-08-01 00:00:00
abstract:OBJECTIVE:The purpose of this exploratory study was to investigate the impact of the Nintendo(®) Wii Fit™ (Nintendo of America, Redmond, WA) on functional and perceived balance measures in an older adult population over a 4- or 8-week program. SUBJECTS AND METHODS:Twenty-five participants (71.60±7.79 years old) from a...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0043
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journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0018
更新日期:2012-06-01 00:00:00
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journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0138
更新日期:2015-10-01 00:00:00
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journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0007
更新日期:2012-06-01 00:00:00
abstract:: Objective: We examine the extent that videogame avatars provide players with opportunities for identity exploration, aiming to test the findings of self-discrepancy theory research on the user/avatar relationship with novel cognitive anthropological methods. Specifically, ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2019.0118
更新日期:2020-08-01 00:00:00
abstract::Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline areas, including behav...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0077
更新日期:2015-02-01 00:00:00
abstract:OBJECTIVE:The aim of this article is to describe the development and testing of a prototype application ("The Heart Game") using gamification principles to assist heart patients in their telerehabilitation process in the Teledialog project. MATERIALS AND METHODS:A prototype game was developed via user-driven innovatio...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2015.0001
更新日期:2016-02-01 00:00:00
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journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0070
更新日期:2015-06-01 00:00:00
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journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0010
更新日期:2012-10-01 00:00:00
abstract:OBJECTIVE:This study aimed to evaluate movement acceleration characteristics in adolescents with Down syndrome (DS) and typical development (TD), while playing bowling and golf videogames on the Nintendo® Wii™. MATERIALS AND METHODS:The sample comprised 21 adolescents diagnosed with DS and 33 with TD of both sexes, be...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2017.0026
更新日期:2017-12-01 00:00:00
abstract::This article introduces the Game Maturity Model for the healthcare industry as an extension to the general Game Maturity Model and describes the usage by two case studies of applied health games. The Game Maturity Model for healthcare provides a practical and value-adding method to assess existing games and to determi...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2015.0091
更新日期:2016-04-01 00:00:00
abstract:OBJECTIVE:This study explored balance performance and participant adherence to either the Wii Fit™ (Nintendo of America, Redmond, WA) or a proprioceptive BOSU(®) (Ashland, OH) ball balance program. MATERIALS AND METHODS:Twenty university-aged participants were randomly allocated to either a Wii Fit or BOSU ball balanc...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2013.0042
更新日期:2013-10-01 00:00:00
abstract:OBJECTIVE:The aim of this study was to examine the measurement properties of an outcome associated with the Nintendo(®) (Kyoto, Japan) game "Wii™ Fit Free Jogging" called virtual distance. Investigations into virtual distance were carried out with a view towards using this outcome measure as a tool to estimate fitness ...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2013.0087
更新日期:2014-04-01 00:00:00
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journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.1308
更新日期:2012-04-01 00:00:00
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journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2017.0188
更新日期:2018-10-01 00:00:00
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journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2016.0043
更新日期:2017-02-01 00:00:00
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journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0061
更新日期:2013-02-01 00:00:00
abstract:OBJECTIVES:A game application, "Making Smart Choices", was developed to fill the gap of limited easy-to-access resources available on sex education in Hong Kong and to disseminate correct knowledge and positive attitudes toward sex to teenagers using popular platforms such as tablets, Facebook, and the Web. SUBJECTS A...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0059
更新日期:2015-06-01 00:00:00
abstract:OBJECTIVE:With the advent of occupational therapists' use of virtual gaming as an intervention strategy to enhance the occupational performance of many populations, there is a need to better understand the factors influencing occupational therapists' acceptance and use of this strategy as it pertains to specific groups...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0062
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journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2017.0142
更新日期:2018-12-01 00:00:00
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journal_title:Games for health journal
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doi:10.1089/g4h.2014.0106
更新日期:2015-12-01 00:00:00
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journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2011.0005
更新日期:2012-02-01 00:00:00
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journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2013.0031
更新日期:2013-06-01 00:00:00
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pub_type: 杂志文章
doi:10.1089/g4h.2019.0037
更新日期:2020-08-01 00:00:00
abstract:OBJECTIVE:An anti-tobacco educational board game, Smoke Stacks, was designed to engage youth in critical thinking regarding marketing practices of tobacco companies and tobacco's harmful effects. A pilot study was conducted to examine whether playing this theoretically informed that board game increased knowledge about...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2017.0186
更新日期:2019-02-01 00:00:00
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journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2019.0191
更新日期:2020-12-01 00:00:00
abstract:: Objective: We aimed to confirm whether the practice of exergames produces an effect on children's mood states during school physical education (PE) classes. Materials and Methods: The children were allocated to experimental gro...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2018.0083
更新日期:2019-08-01 00:00:00
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journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2012.0016
更新日期:2012-08-01 00:00:00
abstract:OBJECTIVE:New active videogames (AVGs) may provide youth an alternative to traditional play. The purpose of this study was to compare the physical activity energy expenditure (PAEE), intensity, and enjoyment of AVGs with those of seated videogames (SVGs). MATERIALS AND METHODS:Youth (8-17 years old) volunteered to pla...
journal_title:Games for health journal
pub_type: 杂志文章
doi:10.1089/g4h.2014.0101
更新日期:2015-08-01 00:00:00