Category Archives: cerebral palsy

Detailed and formatted blog posts prior to April 2014 can be found in the following locations:

The Effects of Nintendo Wii-Fit Video Games on Balance in Children with Mild Cerebral Palsy

Pediatrics International Authors: Devrim Tarakci Assisstant Professor1,*, Burcu Ersoz Huseyinsinoglu Assisstant Professor2, Ela Tarakci Associate Professor2 and Arzu Razak Ozdinçler Professor2 DOI: 10.1111/ped.12942 Abstract Background This study aimed to compare the effects of Nintendo Wii-Fit balance-based video games and conventional balance training … Continue reading

Posted in balance training, cerebral palsy, children, Nintendo Wii, paediatrics, rehab, wii | Leave a comment

Is There Evidence That Active Videogames Increase Energy Expenditure and Exercise Intensity for People Poststroke and with Cerebral Palsy?

Deutsch Judith E., Guarrera-Bowlby Phyllis, Myslinski Mary Jane, and Kafri Michal. Games for Health Journal. January 2015, 4(1): 31-37. doi:10.1089/g4h.2014.0082. Abstract This article asked and answered the question of whether there was evidence to support the use of videogames for … Continue reading

Posted in cerebral palsy, CVA, exercise, fitness, physical activity, Stroke, video-games | Leave a comment

RESEARCH: Video-game based therapy performed by children with cerebral palsy: a cross-over randomized controlled trial and a cross-sectional quantitative measure of physical activity.

European  Journal of Physical Rehabilitation Medicine. 2015 Feb 5. [Epub ahead of print] Zoccolillo L, Morelli D, Cincotti F, Muzzioli L, Gobbetti T, Paolucci S, Iosa M. Abstract BACKGROUND: Previous studies reported controversial results about the efficacy of video–game based therapy (VGT) in improving neurorehabilitation outcomes … Continue reading

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Can balance in children with cerebral palsy improve through use of an activity promoting computer game?

Technology and Health Care Volume 20, Number 6 / 2012; Pages -501-510 Authors: Nerrolyn Ramstrand, Frida Lygnegård Department of Rehabilitation, School of Health Sciences, Jönköping University, Jönköping, Sweden+/- Click for more/less AbstractIntroduction: This study aimed to evaluate if use of … Continue reading

Posted in balance, balance board, cerebral palsy, children, interactive games, Nintendo Wii, postural stability, wii fit | Leave a comment

The effect of the Nintendo Wii Fit on balance control and gross motor function of children with spastic hemiplegic cerebral palsy.

Dev Neurorehabil. 2012 Oct 3. Jelsma J, Pronk M, Ferguson G, Jelsma-Smit D.  Division of Physiotherapy, Department of Health and Rehabilitation Sciences, University of Cape Town , South Africa.+/- Click for more/less Abstract Objective: To study the impact of training using … Continue reading

Posted in cerebral palsy, children, exergaming, hemiplegia, hemiplegic, wii, wii fit | Leave a comment

Potential of the Nintendo Wii™ as a rehabilitation tool for children with cerebral palsy in a developing country: a pilot study.

Physiotherapy. 2012 Sep;98(3):238-42. Epub 2012 Jul 23.Gordon C, Roopchand-Martin S, Gregg A. Source:Section of Physical Therapy, University of the West Indies, Kingston, Jamaica. +/- Click for more/less AbstractOBJECTIVES:To explore the possibility of using the Nintendo Wii™ as a rehabilitation tool … Continue reading

Posted in cerebral palsy, children, function, rehab, wii, wii sports | Leave a comment

Energy expenditure in adults with cerebral palsy playing Wii Sports.

Hurkmans HL, van den Berg-Emons RJ, Stam HJ. Department of Rehabilitation Medicine and Physical Therapy, Erasmus MC–University Medical Center, Rotterdam, The Netherlands Arch Phys Med Rehabil. 2010 Oct;91(10):1577-81. +/- Click for more/less AbstractOBJECTIVE: To determine energy expenditure of adults with … Continue reading

Posted in adolescents, cerebral palsy, energy expenditure, exercise | Leave a comment

Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy. (2008)

Link +/- Click for more/less BACKGROUND AND PURPOSE: The purpose of this retrospective and prospective case report is to describe the feasibility and outcomes of using a low-cost, commercially available gaming system (Wii) to augment the rehabilitation of an adolescent … Continue reading

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