The Effect of Video-based Game Therapy on Treatment Intensity in Children With Cerebral Palsy

March 18, 2019 updated by: Pınar Ciddi, Medipol University

The Effect of Video Based Game Therapy on Activity Amount and Energy Consumption in Children With Cerebral Palsy

In a recent review by Kolobe et al., It was reported that there was no study investigating the effects of treatment intensity on upper or lower extremity function in children with traumatic brain injury and cerebral palsy. In other words, any study in this review reported no studies on the amount of effort or the number of repetitions at high or low intensity.

This indicates a clear gap in the literature related to density, which is a dosage variable for cerebral palsy.

It is difficult to determine and increase density without having strong, practical methods to measure density during rehabilitation.

Therefore, there is a clear need for alternative measurements to measure density.

As the alternative measurements, the number of repetitions, the duration of active time during the sessions are used.

Energy consumption seen as a useful tool for evaluating functional capacity may also reflect activity intensity by measuring the intensity of activity during the session.

Because the ability to perform an activity when interpreted; It is considered as an indicator of fatigue and endurance.

Children with cerebral palsy have decreased selective muscle control, abnormal muscle tone, imbalance between agonist and antagonist muscles, and abnormalities in balance due to inadequate balance reactions.

Due to all these reasons, cerebral palsy in children has been shown to have higher energy consumption during physical activities such as walking compared to healthy children.

Children with cerebral palsy usually have difficulty in regular participation in treatment and adaptation to traditional home exercise programs. Active video games are recommended for use in addition to neurodevelopmental therapy and, in particular, for home use, because of the potential for increasing treatment dosage.

Researchers focus on evidence in terms of exercise games, Some games on the market (Wii Sports tennis and boxing and Dance Dance Revolution) have achieved that the physical activity measured by the metabolic equivalent, which is necessary to perform the tasks in individuals with cerebral palsy, is associated with the level of moderate severity.

In this study, it is aimed to compare the treatment intensity, performance and balance parameters of the patients with cerebral palsy in a planned neurodevelopmental treatment session and active video games.

In this study, the effects of clinical type, age and functional level on treatment intensity, performance and balance parameters during these sessions will be investigated.

Hypothesis of the study In line with the needs of children with cerebral palsy, there is a difference in terms of treatment intensity, performance and balance parameters between a planned neurodevelopmental treatment session and active video games.

Study Overview

Status

Completed

Conditions

Intervention / Treatment

Study Type

Observational

Enrollment (Actual)

20

Contacts and Locations

This section provides the contact details for those conducting the study, and information on where this study is being conducted.

Study Locations

    • Eyalet/Yerleşke
      • Istanbul, Eyalet/Yerleşke, Turkey, 34810
        • Medipol University

Participation Criteria

Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.

Eligibility Criteria

Ages Eligible for Study

6 years to 18 years (ADULT, CHILD)

Accepts Healthy Volunteers

Yes

Genders Eligible for Study

All

Sampling Method

Non-Probability Sample

Study Population

Individuals with a diagnosis of Cerebral Palsy who had been undergoing physiotherapy for 2 days a week between the ages of 6 and 18 were included in the study.

Description

Inclusion Criteria:

  1. Having a diagnosis of cerebral palsy by a qualified physician, between the ages of 6-18 and continuing ambulations,
  2. Functional to Gross Motor Function Classification System be between levels I-III,
  3. To be cooperative during the evaluation and treatment sessions,
  4. Individuals do not have a history of genetic and / or neurological disease other than cerebral palsy,
  5. In terms of the movements of the upper extremities; Should be able to shoulder flexion up to 90 degrees, have enough functional hand ability to grasp the Nintendo Wii control, actively flex elbow and extension within the functional limits, lack of spasticity of the upper extremity muscles which may interfere with all these movements,
  6. To be able to play the game with sufficient balance to be able to stand,
  7. Have not played Nintendo Wii before,
  8. There is no defect in the visual functions except breakage defect

Exclusion Criteria:

  1. Passing muscle-tendon and bone operation less than 6 months ago,
  2. have been exposed to any pharmacological agent to inhibit spasticity within 6 months,
  3. have cognitive / mental problems that will interfere with communication with him / she will not understand working instructions,
  4. Difficulty in visual functions except for fracture failure,
  5. A history of genetic and / or neurological disease other than cerebral palsy,
  6. The patient was negatively affected by physical activity and was diagnosed as having epileptic seizures.

Study Plan

This section provides details of the study plan, including how the study is designed and what the study is measuring.

How is the study designed?

Design Details

Cohorts and Interventions

Group / Cohort
Intervention / Treatment
Assesment treatment intensity
Assesment treatment intensity during neurodevelopmental therapy session and active video games therapy session

Interventions were completed in 1-week periods, after 3 clinical visits. All individuals underwent both neurodevelopmental therapy and active video games therapy. Demographic data of individuals were recorded and muscle tone and gross motor functions were evaluated at the first visit. The games determined by the physiotherapist were explained and experienced by individuals. During the second visit, individuals played 4 games that were previously determined and experienced for about 45 minutes. On the last visit, individuals underwent neurodevelopmental therapy. During both treatment sessions, the accelerometer was fitted on a flexible belt by attaching it to the dominant wrist. Individuals were instructed not to remove the device during both treatment sessions.

One session individuals treated with exercises which weight transfer and postural reactions were facilitated.

Other session they played Nintendo Wii games in accordance with their current level and skills.

Other Names:
  • Neurodevelopmental therapy

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
energy consumption
Time Frame: 45 minutes
data on energy consumption during sessions obtained as a result of accelerometer device (in Metabolic Equivalence)
45 minutes

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
number of activities
Time Frame: 45 minutes
data on acitivity numbers during sessions obtained as a result of accelerometer device (in counts)
45 minutes
active time during session
Time Frame: 45 minutes
data on active time during sessions obtained as a result of accelerometer device (in minutes)
45 minutes

Collaborators and Investigators

This is where you will find people and organizations involved with this study.

Study record dates

These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.

Study Major Dates

Study Start (Actual)

August 15, 2017

Primary Completion (Actual)

August 15, 2018

Study Completion (Actual)

November 15, 2018

Study Registration Dates

First Submitted

March 10, 2019

First Submitted That Met QC Criteria

March 18, 2019

First Posted (Actual)

March 21, 2019

Study Record Updates

Last Update Posted (Actual)

March 21, 2019

Last Update Submitted That Met QC Criteria

March 18, 2019

Last Verified

March 1, 2019

More Information

Terms related to this study

Drug and device information, study documents

Studies a U.S. FDA-regulated drug product

No

Studies a U.S. FDA-regulated device product

No

This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.

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