Canada
Research Article
Variations in Movement Patterns during Active Video Game Play in Children with Cerebral Palsy
Author(s): Ty Berry, Jennifer Howcroft, Sue Klejman, Darcy Fehlings, Virginia Wright and Elaine BiddissTy Berry, Jennifer Howcroft, Sue Klejman, Darcy Fehlings, Virginia Wright and Elaine Biddiss
Aim: Low-cost active video games (AVG) are of growing interest for use in home-based physical therapy regimes. This study investigates typical upper-limb movement patterns and variations during AVG play in children with cerebral palsy.
Methods: Sixteen children (9.5 ± 1.6 years ) with hemiplegic or diplegic cerebral palsy (GMFCS Level I) participated in the study. A 7-camera Vicon MX 3D Optical Capture System was used to measure and record their upper limb movements as they played three different AVGs on the Nintendo Wii system.
Results: Play style during Wii sports games tended to be either realistic or non-realistic. All players used realistic movements when playing Wii Bowling, while 69% (n=11) and 63% (n=10) played realistically during Wii Tennis and Wii Boxing, respectively. Rea.. Read More»
DOI:
10.4172/2155-9538.S1-001
Journal of Bioengineering & Biomedical Science received 307 citations as per Google Scholar report