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Therapeutic potential and ownership of commercially available consoles in children with cerebral palsy

机译:商业性控制台在脑瘫儿童中的治疗潜力和拥有权

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摘要

Introduction: We conducted a survey amongst families of children with cerebral palsy to ascertain the ownership and therapeutic use and potential of commercial games consoles to improve motor function. Method: Three hundred families in South East England were identified through clinical records, and were requested to complete an anonymised questionnaire. Results: A total of 61 families (20% response) returned a completed questionnaire with 41 (68%) identified males and 19 (32%) identified females with cerebral palsy, with a mean age of 11 years 5 months (SD 3Y 7M). The large majority of families, 59 (97%), owned a commercial console and the child used this for 50–300 minutes a week. Returns by severity of motor impairment were: Gross Motor Function Classification System I (22%), II (32%), III (13%), IV (15%), V (18%). Consoles were used regularly for play across all Gross Motor Function Classification System categories. Conclusion: The potential of games consoles, as home-based virtual reality therapy, in improving the motor function of children with cerebral palsy should be appropriately tested in a randomised controlled trial. Wide ownership, and the relative ease with which children engage in the use of commercially-based virtual reality therapy systems, suggests potential as a means of augmenting therapy protocols, taking advantage of interest and participation patterns of families.
机译:简介:我们在脑瘫儿童家庭中进行了一项调查,以确定商用游戏机的所有权和治疗用途以及改善运动功能的潜力。方法:通过临床记录鉴定了英格兰东南部的300个家庭,并要求他们填写匿名调查表。结果:共有61个家庭(占20%的回答)返回了完整的调查问卷,其中41例(68%)已识别的男性和19例(32%)已识别的女性患有脑瘫,平均年龄为11岁5个月(SD 3Y 7M) 。绝大多数家庭(59个,占97%)拥有一个商业控制台,孩子每周使用此控制台50-300分钟。按运动障碍严重程度分类的回报为:运动功能总分类系统I(22%),II(32%),III(13%),IV(15%),V(18%)。控制台通常用于所有“总运动功能分类系统”类别。结论:作为家用虚拟现实疗法的游戏机在改善脑瘫儿童运动功能方面的潜力应在随机对照试验中进行适当测试。广泛的所有权以及儿童使用基于商业的虚拟现实治疗系统的相对容易性,表明了利用家庭的兴趣和参与模式作为增强治疗方案的手段的潜力。

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