Feasibility of a Home-Base Home Videogaming Intervention with a Family-Centered Approach for Children with Cerebral Palsy: A Randomized Multiple Baseline Single-Case Experimental Design

Author:

Chan-Víquez Daniela1,Fernández-Huertas Heilyn2,Montserrat-Gonzalez Carles2,Khan Ajmal3,Fehlings Darcy3,Munce Sarah4,Wright F. Virginia3,Biddiss Elaine3

Affiliation:

1. University of Toronto

2. University of Costa Rica

3. Holland Bloorview Kids Rehabilitation Hospital

4. Toronto Rehabilitation Institute

Abstract

Abstract

Background Worldwide, children with cerebral palsy (CP) living in underserved communities face barriers to accessing motor therapy services. This study assessed the implementation and effectiveness of an 8-week, upper limb (UL) home-based intervention with a movement-tracking videogame (Bootle Blast) in Costa Rican children with CP. Methods Children established a weekly playtime goal and two UL activities of daily living (ADLs) that they would like to improve on. A multiple-baseline, single-case experimental design, was used with the Performance Quality Rating Scale (PQRS) as the repeated measure to track changes in performance of the selected ADLs between the baseline (usual care) and intervention (Bootle Blast) phases. The Canadian Occupational Performance Measure (COPM), the Box and Blocks Test (BBT) and the Children’s Hand-use Experience Questionnaire (CHEQ) were collected before and after the intervention. Technical barriers were documented during weekly video calls with a monitoring therapist. Treatment effect size, slope changes and percentage of non-overlapping data were identified for the PQRS. Descriptive statistics summarized results for the BBT, CHEQ, videogame logs (e.g., playtime) and technical barriers. Results Fifteen children participated and 13 completed the intervention. Both participants who dropped out did so after completing baseline assessments, but before experiencing Bootle Blast. Children’s mean active playtime (i.e., mini-games targeting the UL) across the 8-weeks was 377 minutes, while mean total time spent engaging with Bootle Blast (active + passive play time [e.g., time navigating menus, reviewing rewards]) was 728 minutes. In total, eight technical issues (from 5 children) were reported, and all but three were resolved within 48 hours. Partial effectiveness was associated with the intervention. Specifically, 85% of participants improved on the PQRS and 69% achieved clinically important improvements ≥ 2 points in performance on the COPM. Children improved by 1.8 blocks on average on the BBT, while on the CHEQ, five children had a clinically important increase of 10% of the total number of UL activities performed with both hands. Conclusion Bootle Blast is a feasible and effective option to facilitate access and engage children with cerebral palsy in UL home rehabilitation. Trial registration number NCT05403567.

Publisher

Springer Science and Business Media LLC

Reference45 articles.

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3. Fondo de las Naciones Unidas para la Infancia (UNICEF). 2023. Informe 2022 Costa Rica avanza con su infancia. https://www.unicef.org/costarica/informes/informe-anual-unicef-2022-costa-rica-avanza-con-su-infancia. Accessed Feb 19, 2024.

4. Patronato Nacional de la Infancia. Fondo de las Naciones Unidas (UNICEF). 2023. Estimación de los recursos públicos destinados a la niñez y a la adolescencia en Costa Rica pare el año 2021. www.pani.go.cr/gasto-en-ninez-yadolescencia/. Accessed Feb 19, 2024.

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