In this study the clinical relevance of the use of commercially available virtual reality games in the rehabilitation of balance will be assessed in children with cerebral palsy. It will be investigated how different commercially available platforms (i.e. Xbox One + Kinect and Nintendo Wii + balance board) will affect the compensations of children with cerebral palsy to preserve their balance. The effect of 1 training session will be assessed as well as the effect of a long-term training of 8 weeks.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
TREATMENT
Masking
NONE
Enrollment
30
the virtual reality games (Kinect sports rivals) can be controlled with movements of the body that are registered through the kinect camera.
Vakgroep REVAKI (Ghent University - Ghent University hospital)
Ghent, Belgium
Change in Pediatric Balance Scale compared to baseline
Clinical balance scale with 14 items such as standing unsupported for 30 sec.
Time frame: measured at baseline, after 40 minutes (of training), and after 8 weeks of training
Change in Bruininks-Oseretsky test for motor proficiency - subscale 'balance' and 'speed & agility' compared to baseline
Subscales of a clinical balance scale
Time frame: measured at baseline, after 40 minutes (of training), and after 8 weeks of training
Change in Upper body kinematics compared to baseline
Trunk and arm movements measured using 3d movement registration
Time frame: measured at baseline, after 40 minutes (of training), and after 8 weeks of training
Change in Posturography compared to baseline
Measurements on a moveable force-platform including the limits of stability during standing
Time frame: measured at baseline, after 40 minutes (of training), and after 8 weeks of training
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