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dc.contributor.authorTarakçı, Devrim
dc.contributor.authorErsöz Hüseyinsinoğlu, Burcu
dc.contributor.authorTarakçı, Ela
dc.contributor.authorÖzdinçler, Arzu Razak
dc.date.accessioned10.07.201910:49:13
dc.date.accessioned2019-07-10T20:02:29Z
dc.date.available10.07.201910:49:13
dc.date.available2019-07-10T20:02:29Z
dc.date.issued2016en_US
dc.identifier.citationTarakçı, D., Ersöz Hüseyinsinoğlu, B., Tarakçı, E. ve Özdinçler, A. R. (2016). Effects of Nintendo Wii-Fit((R)) video games on balance in children with mild cerebral palsy. Pediatrics International, 58(10), 1042-1050. https://dx.doi.org/10.1111/ped.12942en_US
dc.identifier.issn1328-8067
dc.identifier.issn1442-200X
dc.identifier.urihttps://dx.doi.org/10.1111/ped.12942
dc.identifier.urihttps://hdl.handle.net/20.500.12511/3659
dc.descriptionWOS: 000387111100016en_US
dc.descriptionPubMed ID: 26858013en_US
dc.description.abstractBackgroundThis study compared the effects of Nintendo Wii-Fit((R)) balance-based video games and conventional balance training in children with mild cerebral palsy (CP). MethodsThis randomized controlled trial involved 30 ambulatory pediatric patients (aged 5-18 years) with CP. Participants were randomized to either conventional balance training (control group) or to Wii-Fit balance-based video games training (Wii group). Both group received neuro-developmental treatment (NDT) during 24 sessions. In addition, while the control group received conventional balance training in each session, the Wii group played Nintendo Wii Fit games such as ski slalom, tightrope walk and soccer heading on balance board. Primary outcomes were Functional Reach Test (forward and sideways), Sit-to-Stand Test and Timed Get up and Go Test. Nintendo Wii Fit balance, age and game scores, 10 m walk test, 10-step climbing test and Wee-Functional Independence Measure (Wee FIM) were secondary outcomes. ResultsAfter the treatment, changes in balance scores and independence level in activities of daily living were significant (P < 0.05) in both groups. Statistically significant improvements were found in the Wii-based game group compared with the control group in all balance tests and total Wee FIM score (P < 0.05). ConclusionWii-fit balance-based video games are better at improving both static and performance-related balance parameters when combined with NDT treatment in children with mild CP.en_US
dc.language.isoengen_US
dc.publisherWileyen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectCerebral Palsyen_US
dc.subjectMobilityen_US
dc.subjectPostural Controlen_US
dc.subjectVideo Gameen_US
dc.subjectVirtual Reality Therapyen_US
dc.titleEffects of Nintendo Wii-Fit((R)) video games on balance in children with mild cerebral palsyen_US
dc.typearticleen_US
dc.relation.ispartofPediatrics Internationalen_US
dc.departmentİstanbul Medipol Üniversitesi, Sağlık Bilimleri Fakültesi, Fizyoterapi ve Rehabilitasyon Bölümüen_US
dc.authorid0000-0001-9804-368Xen_US
dc.identifier.volume58en_US
dc.identifier.issue10en_US
dc.identifier.startpage1042en_US
dc.identifier.endpage1050en_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.identifier.doi10.1111/ped.12942en_US
dc.identifier.wosqualityQ4en_US
dc.identifier.scopusqualityQ3en_US


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