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Effect of practice with motion interactive video games on goal-directed arm movements in children with cerebral palsy: a kinematic evaluation
Umeå universitet, Medicinska fakulteten, Institutionen för samhällsmedicin och rehabilitering, Sjukgymnastik.
Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för psykologi.
Umeå universitet, Medicinska fakulteten, Institutionen för samhällsmedicin och rehabilitering, Sjukgymnastik.
Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för psykologi.
Visa övriga samt affilieringar
(Engelska)Manuskript (preprint) (Övrigt vetenskapligt)
Abstract [en]

Objective: The aim of the present study was to evaluate the quality of goal-directed arm movements in children with cerebral palsy after four weeks of daily practice with motion interactive games, and to explore and compare the applicability of various kinematic parameters in a virtual context compared to a situation with real objects.

Methods: Fifteen children with CP, 6-16 years, practiced with the EyeToyâ for PlayStation2â in their homes during four weeks. Before and after the intervention kinematics and kinetics were captured with a five camera motion analysis system (Proreflex, Qualisys AB, Gothenburg, Sweden) and a force plate. The children performed arm movements towards both virtual and real targets.

Results: The children used a more economic reaching strategy with shorter Centre of pressure paths, improved Movement precision, and reduced variability in Maximal shoulder angles during play after practice. Transfer of improved motor control to goal-directed arm movements towards real targets was also indicated by increased Movement smoothness, and while reaching with the non-dominant side, reduced Centre of pressure paths path. The spatiotemporal characteristics proved complex to interpret in terms of improved motor control.

Conclusions: When taking the constraints of the tasks into account the relevant kinematic parameters explored support the conclusion that practice with motion interactive games resulted in an improved motor control. The results of this study illuminate the importance of considering both the nature of the task and the context in which movements are performed when selecting and interpreting kinematic parameters.

Nyckelord [en]
motor control, kinematics, kinetics, virtual reality, paediatric, cerebral palsy
Nationell ämneskategori
Sjukgymnastik
Forskningsämne
sjukgymnastik
Identifikatorer
URN: urn:nbn:se:umu:diva-42784OAI: oai:DiVA.org:umu-42784DiVA, id: diva2:410399
Tillgänglig från: 2011-04-13 Skapad: 2011-04-13 Senast uppdaterad: 2018-06-08Bibliografiskt granskad
Ingår i avhandling
1. Motion interactive games for children with motor disorders: motivation, physical activity, and motor control
Öppna denna publikation i ny flik eller fönster >>Motion interactive games for children with motor disorders: motivation, physical activity, and motor control
2011 (Engelska)Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
Alternativ titel[sv]
Rörelsestyrda spel i träning av barn med motoriska nedsättningar : motivation, fysisk aktivitet och motorisk kontroll
Abstract [en]

As motion interactive games have become more widespread the interest in using these games in rehabilitation of children with motor disorders has increased among both clinical professionals and the families of these children. The general aim of this thesis was to evaluate the feasibility of using interactive games in rehabilitation of children to promote motivation for practice, physical activity, and motor control. A systematic review of published intervention studies was conducted to obtain an overview of existing research and the current levels of evidence for using interactive games in motor rehabilitation of children. Sixteen studies met the inclusion criteria, out of these three were randomized controlled trials while half were case series or case reports. Thirteen studies presented positive findings, which indicated a promising potential. However, more convincing research is needed.

Commercially available motion interactive games have only been used in a few studies on motor control, and in none of these home based practice was provided. Moreover, no earlier studies have evaluated if these games may increase motivation for training and daily physical activity among children with disabilities. To address these issues a feasibility intervention including 15 children in the ages 6-16 years and with mild to moderate cerebral palsy was conducted. Each child was provided with a Sony PlayStation2â and the EyeToyâ games in Play3, and was recommended to practice with the provided games for at least 20 minutes/day during four weeks. The intervention was evaluated with gaming diaries, physical activity monitors (SenseWear Armband), interviews with the parents, and the clinical motor tests Movement Assessment Battery for Children-2 (mABC-2), Bruininks-Oseretsky Test of Motor Proficiency subtest 5:6, and the 1 Minute Walk Test. In addition, 3D motion analysis was used to evaluate effects on quality of goal-directed arm movements towards virtual and real objects, respectively.

Motivation for practice and compliance of training were high, although declining somewhat during the course of the four weeks. The children’s physical activity increased significantly during the intervention. However, four children were excluded from this analysis due to lack of complete data from the physical activity monitors. According to mABC-2 the children’s motor performance improved, but there were both floor and ceiling effects, indicating a low sensibility of this test. The two additional motor tests showed only non-significant progress. Results from the 3D motion analysis suggest that the children improved movement precision when playing the games, movement smoothness when reaching for real objects, and used a more economic reaching strategy with less trunk involvement. In the interviews the parents expressed the view that motion interactive games promote positive experiences of physical training and add elements of social interaction to the training. They also experienced less urge to take on a coaching role. The training provided by the games was considered unspecific and there was a desire for individualized games to better address the unique rehabilitative need of each child.

In conclusion, it is feasible to use motion interactive games in home rehabilitation for children with cerebral palsy to promote short term motivation for practice and general physical training. Specific effects on motor control need to be further explored and there is also a need for reliable tests that are adequate and sensitive enough to capture changes in movement control. In future development of interactive games for rehabilitation purposes, it is a challenge to preserve the motivational and social features of games while at the same time optimizing an individualized physical training.

Ort, förlag, år, upplaga, sidor
Umeå: Umeå university, 2011. s. 88
Serie
Umeå University medical dissertations, ISSN 0346-6612 ; 1419
Nyckelord
Children, parents, cerebral palsy, physical training, home training, motivation, physical activity, motor control, virtual reality, video games.
Nationell ämneskategori
Sjukgymnastik
Forskningsämne
sjukgymnastik
Identifikatorer
urn:nbn:se:umu:diva-42792 (URN)978-91-7459-202-3 (ISBN)
Disputation
2011-05-19, Aulan, Vårdvetarhuset, Vårdvetarhuset, Umeå universitet, Umeå, 10:00 (Svenska)
Opponent
Handledare
Tillgänglig från: 2011-04-19 Skapad: 2011-04-13 Senast uppdaterad: 2018-06-08Bibliografiskt granskad

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Sandlund, MarleneDomellöf, ErikGrip, HelenaRönnqvist, LouiseHäger, Charlotte

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