Individualized Virtual Reality in the Upper Extremity Rehabilitation of Hemiparetic Cerebral Palsy
Cerebral Palsy, Spastic
About this trial
This is an interventional treatment trial for Cerebral Palsy, Spastic focused on measuring Cerebral Palsy, Upper Extremity Rehabilitation, Virtual Reality, Technology-Assisted Therapy,, Active Video Game
Eligibility Criteria
Inclusion Criteria:
- diagnosed as spastic hemiparetic cerebral palsy by a physician,
- must be level I, II, and III according to the Gross Motor Function Classification System (GMFCS)
- must be level I, II, and III according to the Manuel Ability Classification System (MACS)
Exclusion Criteria:
- have cardiac or orthopedic contraindications for sitting, standing, and walking
- have orthopedic surgery to upper extremity and trunk in the last 6 months
- have used of spasticity-reducing medication or botulinum toxin injections to upper extremity or trunk in the last 6 months
- being severely mentally affected
- have any neurological conditions accompanying cerebral palsy (seizures, visual deficits, etc.)
Sites / Locations
- Hacettepe University
Arms of the Study
Arm 1
Arm 2
Experimental
Active Comparator
Virtual Reality Group
Activity Training (Control) Group
The first group was received conventional physiotherapy and virtual reality therapy for 60 minutes. The conventional physiotherapy interventions, including joint and muscle mobilization, strengthening, and stretching exercises by neurodevelopmental treatment principles and special for the needs of the child, was applied to both groups. The virtual reality group received that simulate daily life and contain individual scenarios by using the USE-IT system for thirty minutes. USE-IT (Most Rehabilitation, Ankara, Turkey) is a 2D non-immersive virtual reality system that plays games on a 50-inches touchscreen. The children played "the matching, plumber, plumber, math, and car wash games" in accordance with their reaching map results. The treatment were given three times a week for eight weeks.
The second group was received conventional physiotherapy and, activity training which the same movement patterns with virtual reality games for 60 minutes. The children in the activity training group received unilateral, bilateral, and bimanual activity training that supported manual skills for thirty minutes. Similar activity patterns were presented to the virtual reality group and activity training (control) group. The treatment were given three times a week for eight weeks.