Use of a Low-Cost, Commercially Available Gaming Console (Wii) for Rehabilitation of an Adolescent With Cerebral Palsy

Author:

Deutsch Judith E1,Borbely Megan2,Filler Jenny3,Huhn Karen4,Guarrera-Bowlby Phyllis5

Affiliation:

1. JE Deutsch, PT, PhD, is Professor and Director of the Rivers Lab, Doctoral Programs in Physical Therapy, Department of Rehabilitation and Movement Science, School of Health-Related Professions, University of Medicine and Dentistry of New Jersey, Stanley S. Bergen Building, 65 Bergen St, SSB 723, Newark, NJ 07101-3001 (USA)

2. M Borbely was a DPT student, Doctoral Programs in Physical Therapy, Department of Rehabilitation and Movement Science, School of Health-Related Professions, University of Medicine and Dentistry of New Jersey, at the time this case report was written

3. J Filler was a DPT student, Doctoral Programs in Physical Therapy, Department of Rehabilitation and Movement Science, School of Health-Related Professions, University of Medicine and Dentistry of New Jersey, at the time this case report was written

4. K Huhn, PT, MHS, is Instructor, Doctoral Programs in Physical Therapy, Department of Rehabilitation and Movement Science, School of Health-Related Professions, University of Medicine and Dentistry of New Jersey

5. P Guarrera-Bowlby, PT, MEd, PCS, is Associate Professor, Doctoral Programs in Physical Therapy, Department of Rehabilitation and Movement Science, School of Health-Related Professions, University of Medicine and Dentistry of New Jersey

Abstract

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 with cerebral palsy. Patient and Setting The patient was an adolescent with spastic diplegic cerebral palsy classified as GMFCS level III who was treated during a summer session in a school-based setting. Intervention The patient participated in 11 training sessions, 2 of which included other players. Sessions were between 60 and 90 minutes in duration. Training was performed using the Wii sports games software, including boxing, tennis, bowling, and golf. He trained in both standing and sitting positions. Outcomes Three main outcome measures were used: (1) visual-perceptual processing, using a motor-free perceptual test (Test of Visual Perceptual Skills, third edition); (2) postural control, using weight distribution and sway measures; and (3) functional mobility, using gait distance. Improvements in visual-perceptual processing, postural control, and functional mobility were measured after training. Discussion and Conclusions The feasibility of using the system in the school-based setting during the summer session was supported. For this patient whose rehabilitation was augmented with the Wii, there were positive outcomes at the impairment and functional levels. Multiple hypotheses were proposed for the findings that may be the springboard for additional research. To the authors’ knowledge, this is the first published report on using this particular low-cost, commercially available gaming technology for rehabilitation of a person with cerebral palsy.

Publisher

Oxford University Press (OUP)

Subject

Physical Therapy, Sports Therapy and Rehabilitation

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