Virtual Reality in Children With Cerebral Palsy
Cerebral Palsy
About this trial
This is an interventional treatment trial for Cerebral Palsy focused on measuring Cerebral palsy, child, rehabilitation, video games, virtual reality.
Eligibility Criteria
Inclusion Criteria:
- Diagnostic of mild-moderate hemiplegic.
- Diplegic cerebral palsy.
- Age between four to eleven years.
- Receive physiotherapy treatment in the public.
- School related with this project
Exclusion Criteria:
- Not Have Visual Impairments.
- Severe Cognitive Disability.
- Surgical Intervention In The Year Before Study Onset.
- Botulinum Injections In The Six Months Before Study Onset.
- Non-Controlled Epilepsy.
Sites / Locations
Arms of the Study
Arm 1
Arm 2
Experimental
Other
Device: Kinect-Xbox360TM
Conventional therapy
Based around a webcam-style add-on peripheral for the Xbox 360 console, it enables users to control and interact with the Xbox 360 without the need to touch a game controller, through a natural user interface using gestures and spoken commands. Participants were asked to practice 30 minutes per day, 2 days per week for 2 months, added to their conventional treatment. The games used were Kinect Sports ITM, Kinect Joy RideTM and Kinect Disneyland AdventuresTM and involved balance and trunk movements, general and visual-manual coordination and limb tasks. Each subject followed instructions on the screen with the help of his physiotherapist, with points awarded based on degree and speed of movement and level of difficulty. Participants were initially exposed to the games in an hour introductory session, 2 weeks before the study began. All the sessions were supervised by physiotherapist.
Conventional therapy was based on neurodevelopment treatment, psychomotor activities and kinesiotherapy during one month, twice per week, with 30 minutes per session. The treatment includes: active and passive kinesitherapy, muscle and tendons stretching, training of gait and deambulation, such as coordination and handling.