Upper extremity rehabilitation using video games in cerebral palsy: A randomized clinical trial

dc.authorid0000-0001-9804-368X
dc.contributor.authorAvcıl, Eren
dc.contributor.authorTarakçı, Devrim
dc.contributor.authorArman, Nilay
dc.contributor.authorTarakçı, Ela
dc.date.accessioned2021-10-22T11:54:26Z
dc.date.available2021-10-22T11:54:26Z
dc.date.issued2021
dc.departmentİstanbul Medipol Üniversitesi, Sağlık Bilimleri Enstitüsü
dc.departmentİstanbul Medipol Üniversitesi, Sağlık Bilimleri Fakültesi, Ergoterapi Bölümü
dc.description.abstractIntroduction The aim of the present study was to compare the effects of neurodevelopmental therapy (NDT)-based upper extremity rehabilitation and video game-based therapy (VGBT) using Nintendo(R)wii and leap motion controller (LMC) games on upper extremity function in patients with cerebral palsy (CP). The 30 patients included in the present study were randomized to two groups: VGBT group (VGBT using Nintendo (R) Wii and LMC games) and control group (NDT-based upper extremity rehabilitation). Both groups trained 3 days a week for 8 weeks. Manual dexterity was evaluated using the "Minnesota Manual Dexterity Test (MMDT)", functional ability using the "Childhood Health Assessment Questionnaire (CHAQ)" and the "Duruoz Hand Index (DEI)" and grip and pinch strengths using a dynamometer. Following treatment, significant changes were found, MMDT, grip and pinch strength, CHAQ, and DHI scores in both groups (p < 0.05); however, VGBT group was statistically superior to group II with respect to changes in MMDT (p < 0.05). VGBT using Nintendo(R)Wii and LMC games had slightly superior effects on manual dexterity in patients with CP while compared with NDT-based upper extremity rehabilitation. Futhermore, the effects of both treatment programs on grip strengths and functional ability were similar beneficial.
dc.identifier.citationAvcıl, E., Tarakçı, D., Arman, N. ve Tarakçı, E. (2021). Upper extremity rehabilitation using video games in cerebral palsy: A randomized clinical trial. Acta Neurologica Belgica, 121(4), 1053-1060. https://dx.doi.org/10.1007/s13760-020-01400-8
dc.identifier.doi10.1007/s13760-020-01400-8
dc.identifier.endpage1060
dc.identifier.issn0300-9009
dc.identifier.issn2240-2993
dc.identifier.issue4
dc.identifier.scopusqualityQ2
dc.identifier.startpage1053
dc.identifier.urihttps://dx.doi.org/10.1007/s13760-020-01400-8
dc.identifier.urihttps://hdl.handle.net/20.500.12511/8511
dc.identifier.volume121
dc.identifier.wosqualityQ3
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.indekslendigikaynakPubMed
dc.language.isoen
dc.publisherSpringer Heidelberg
dc.relation.ispartofActa Neurologica Belgicaen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.relation.tubitakinfo:eu-repo/grantAgreement/TUBITAK/SOBAG/215S191
dc.rightsinfo:eu-repo/semantics/embargoedAccess
dc.subjectVideo Games
dc.subjectUpper Extremity
dc.subjectRehabilitation
dc.subjectCerebral Palsy
dc.subjectLeap Motion
dc.subjectVirtual Reality
dc.titleUpper extremity rehabilitation using video games in cerebral palsy: A randomized clinical trial
dc.typeArticle

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