Video Based Games Exercise Training in Individuals With Cerebral Palsy

Last updated: April 16, 2025
Sponsor: Abant Izzet Baysal University
Overall Status: Completed

Phase

N/A

Condition

Cerebral Palsy

Cataplexy

Limb Spasticity

Treatment

Video Game Based Exercise Training

Conventional Physiotherapy

Clinical Study ID

NCT06073743
AIBU-FTR-ST-03
  • Ages 6-18
  • All Genders

Study Summary

Cerebral palsy (CP) is a non-progressive neurological disorder characterized by a persistent decline in sensory, cognitive or especially gross and fine motor functions during infancy or early childhood. In children with spastic CP, spasticity, muscle weakness, delay in motor development, inadequacy of gross and fine motor skills, selective motor control and functional capacity may be affected. Selective motor control (SMC) is the ability to isolate a muscle or muscle group to perform a specific movement. In children with CP, spasticity directly causes impairment of SMC, as movement patterns governed by flexor or extensor synergies are affected, which inhibits functional movements. Motor dysfunction in CP causes activity limitations and can negatively affect functional capacity. In addition, falls may increase in individuals with CP due to poor balance control, resulting in pain, injury and disability, and may cause individuals to lose confidence in their ability to perform routine activities. Increased fear of falling in individuals with CP may also lead to restriction of activities.It was discussed that the interactive computer game has possible evidence of efficacy allowing to improve gross motor function in individuals with CP. It also appears to have the potential to produce gross motor improvements in terms of strength, balance, coordination and gait for individuals with CP.As a result of our literature review, studies investigating the effect of virtual reality games on gait, balance and coordination in children with CP were observed. However, the effect of virtual reality games on selective motor control has not been sufficiently investigated. The aim of our study, which is planned to eliminate this deficiency in the literature, is to investigate the effect of video game-based exercise training, which provides higher motivation than conventional physical therapy methods, on selective motor control, fear of falling and functional capacity in individuals with CP.

Eligibility Criteria

Inclusion

Inclusion Criteria

  • Being diagnosed with spastic CP

  • Being between the ages of 6-18

  • Being at level I, II, III according to MACS

  • Being at level I, II, III according to GMFCS

  • Scoring 24 points and above on the Mini Mental State Examination

  • To have adequate communication skills

  • The family agrees to the inclusion of their child in the study

  • Child's willingness to participate in the study

  • Regular attendance to exercise training within the specified time periods

Exclusion

Exclusion Criteria:

  • Any botulinum toxin application and surgical intervention to the lower and upperextremities in the last 6 months

  • Serious vision and hearing problems

  • Children who have difficulty understanding and following the rules of the game,

  • Receiving surgery or botox application to the lower or upper extremity

  • Individuals with joint contracture

  • Those with pacemakers because they emit radio waves

Study Design

Total Participants: 26
Treatment Group(s): 2
Primary Treatment: Video Game Based Exercise Training
Phase:
Study Start date:
December 25, 2023
Estimated Completion Date:
February 15, 2025

Study Description

The effect of Virtual Reality Kinect video games, which provide higher motivation than conventional physical therapy methods, on selective motor control, fear of falling and functional capacity will be examined.

The study will include children with spastic CP between the ages of 6-18 years who are attending a Special Education and Rehabilitation Center and who agree to participate in the study. According to the power analysis based on the reference article, it is planned to include 26 people in the study, 13 in the convention physiotherapy group and 13 in the video game-based exercise group.

The families of the children included in the study will be asked to sign an Informed Consent Form and the children will be asked to sign a Child Consent Form for Research Purposes. Demographic data such as gender, age, type of extremity involvement, age at diagnosis will be recorded before the training. The cognitive level of the individuals will be evaluated with the Mini Mental State test, gross motor levels will be classified according to the Gross Motor Function Classification System and hand skills will be classified according to the Hand Skills Classification System. Selective motor control of the upper extremity will be evaluated with the Selective Control of Upper Extremity Evaluation Scale (SCUES) and selective motor control of the lower extremity will be evaluated with the Selective Control of Lower Extremity Evaluation Scale (SCALE). Individuals' balance skills in daily living activities will be evaluated with the Pediatric Balance Scale, fear of falling will be evaluated with the Pediatric Fear of Falling Scale, and functional capacity will be evaluated with the 6-minute walk test.

Connect with a study center

  • Abant Izzet Baysal University

    Bolu, 14280
    Turkey

    Site Not Available

Not the study for you?

Let us help you find the best match. Sign up as a volunteer and receive email notifications when clinical trials are posted in the medical category of interest to you.