Maintained Hand Function and Forearm Bone Health 14 Months After an In-Home Virtual-Reality Videogame Hand Telerehabilitation Intervention in an Adolescent With Hemiplegic Cerebral Palsy

Author:

Golomb Meredith R.1,Warden Stuart J.2,Fess Elaine3,Rabin Bryan4,Yonkman Janell3,Shirley Bridget3,Burdea Grigore C.4

Affiliation:

1. Division of Pediatric Neurology, Department of Neurology, Indiana University School of Medicine, Indianapolis, Indiana, USA,

2. Department of Physical Therapy, Indiana University School of Medicine, Indianapolis, Indiana, USA

3. Department of Occupational Therapy, Indiana University School of Medicine, Indianapolis, Indiana, USA

4. Department of Electrical and Computer Engineering, Rutgers University, New Brunswick, New Jersey, USA, Department of Biomedical Engineering, Rutgers University, New Brunswick, New Jersey, USA

Abstract

Virtual reality videogames can be used to motivate rehabilitation, and telerehabilitation can be used to improve access to rehabilitation. These uses of technology to improve health outcomes are a burgeoning area of rehabilitation research. So far, there is a lack of reports of long-term outcomes of these types of interventions. The authors report a 15-year-old boy with hemiplegic cerebral palsy and epilepsy because of presumed perinatal stroke who improved his plegic hand function and increased his plegic forearm bone health during a 14-month virtual reality videogame hand telerehabilitation intervention. A total of 14 months after the intervention ended, repeat evaluation demonstrated maintenance of both increased hand function and forearm bone health. The implications of this work for the future of rehabilitation in children with neurological disabilities are discussed in this article.

Publisher

SAGE Publications

Subject

Clinical Neurology,Pediatrics, Perinatology, and Child Health

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