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The effect of a virtual reality-mediated gamified rehabilitation program on upper extremity functions in children with hemiplegic cerebral palsy: a prospective, randomized controlled study [with consumer summary]
Menekseoglu AK, Capan N, Arman S, Aydin AR
American Journal of Physical Medicine & Rehabilitation 2023 Mar;102(3):198-205
clinical trial
6/10 [Eligibility criteria: No; Random allocation: Yes; Concealed allocation: No; Baseline comparability: Yes; Blind subjects: No; Blind therapists: No; Blind assessors: Yes; Adequate follow-up: Yes; Intention-to-treat analysis: No; Between-group comparisons: Yes; Point estimates and variability: Yes. Note: Eligibility criteria item does not contribute to total score] *This score has been confirmed*

OBJECTIVE: To investigate the effects of a virtual reality-mediated gamified rehabilitation program on upper extremity functions, skills, range of motion, muscle tone, and quality of life in children with hemiplegic cerebral palsy. DESIGN: This prospective, randomized and controlled study included 36 children with hemiplegic cerebral palsy. Children were randomized into two groups, the virtual reality group (n = 18) and the control group (n = 18). Stretching and range of motion exercises were performed on the affected upper extremity of the children in both groups. In addition to this exercise program, in the virtual reality group, virtual reality-mediated upper extremity rehabilitation was performed under supervision. The children were assessed at baseline and 1 and 3 months after the intervention. RESULTS: There was a significant increase in Assisting Hand Assessment, ABILHAND-Kids, Quality of Upper Extremity Skills Test, and KINDL values in the virtual reality group. Additionally, there were significant increases in the active joint range of motion of the finger flexion, wrist flexion, pronation, and supination in the virtual reality group. CONCLUSION: In this study, it was determined that upper extremity function, quality of life, and active joint range of motion of the children with hemiplegic cerebral palsy were increased with virtual reality-mediated upper extremity rehabilitation.

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