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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.issued2021en_US
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/s13760-020-01400-8en_US
dc.identifier.issn0300-9009
dc.identifier.issn2240-2993
dc.identifier.urihttps://dx.doi.org/10.1007/s13760-020-01400-8
dc.identifier.urihttps://hdl.handle.net/20.500.12511/8511
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.en_US
dc.language.isoengen_US
dc.publisherSpringer Heidelbergen_US
dc.rightsinfo:eu-repo/semantics/embargoedAccessen_US
dc.subjectVideo Gamesen_US
dc.subjectUpper Extremityen_US
dc.subjectRehabilitationen_US
dc.subjectCerebral Palsyen_US
dc.subjectLeap Motionen_US
dc.subjectVirtual Realityen_US
dc.titleUpper extremity rehabilitation using video games in cerebral palsy: A randomized clinical trialen_US
dc.typearticleen_US
dc.relation.ispartofActa Neurologica Belgicaen_US
dc.departmentİstanbul Medipol Üniversitesi, Sağlık Bilimleri Enstitüsüen_US
dc.departmentİstanbul Medipol Üniversitesi, Sağlık Bilimleri Fakültesi, Ergoterapi Bölümüen_US
dc.authorid0000-0001-9804-368Xen_US
dc.identifier.volume121en_US
dc.identifier.issue4en_US
dc.identifier.startpage1053en_US
dc.identifier.endpage1060en_US
dc.relation.tubitakinfo:eu-repo/grantAgreement/TUBITAK/SOBAG/215S191
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.identifier.doi10.1007/s13760-020-01400-8en_US
dc.identifier.wosqualityQ3en_US
dc.identifier.scopusqualityQ2en_US


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