Infl uence of virtual reality treatment for balance in a patient with cerebral palsy

Authors

  • Gleyson Luiz Bezerra Lopes Fisioterapeuta formado pela Universidade Federal do Rio Grande do Norte/UFRN
  • Kim Mansur Yano Fisioterapeuta formado pela Universidade Federal do Rio Grande do Norte/UFRN
  • Nathália Stéphany Araújo Tavares Aluna do curso de Fisioterapia da Universidade Federal do Rio Grande do Norte/UFRN.
  • Isabelle Ananda de Oliveira Rego Aluna do curso de Fisioterapia da Universidade Federal do Rio Grande do Norte/UFRN.
  • Robson Inácio Marinho Aluno do curso de Fisioterapia da Universidade Federal do Rio Grande do Norte/UFRN.
  • Luciana Protásio de Melo Docente do curso de Fisioterapia da Universidade Federal do Rio Grande do Norte e da Faculdade Estácio do Rio Grande do Norte/FATERN
  • Karyna Myrelly Oliveira Bezerra de Figueiredo Ribeiro Fisioterapeuta. Mestre em Ciências da Saúde/UFRN.
  • Fabrícia Azevedo da Costa Cavalcanti Doutora em Ciências da Saúde/UFRN e docente do curso de Fisioterapia da UFRN

DOI:

https://doi.org/10.11606/issn.2238-6149.v24i2p121-126

Keywords:

Physical Therapy Modalities, Rehabilitation, Postural Balance, Virtual Reality Exposure Therapy

Abstract

The improvement of maintaining postural balances its essential i for those who have some motor impairment, such as Cerebral Palsy (CP). Virtual Reality (VR) is a feature that is standing out in neurological rehabilitation, but there are few studies regarding adult patients with CP. This study aimed to investigate the infl uence of the VR through the Wii on balance in standing position from a patient with Spastic Hemiplegic CP. It was used the equipment Nintendo® Wii, with the game Wii Fit Plus, where the training chosen stimulated the latero-lateral and anterior-posterior patient’s balance. The instruments used were: Berg Balance Scale, Functional Independence Measure, and 3 Neurocom Balance Master Systems tests: Limits of Stability, Tandem Walk and Step/ Quick Turn. The treatment protocol consisted of 10 sessions, with 30 minutes each, performed twice a week for 38 days. At the end of treatment, a signifi cant increase in the scores of various test items performed was observed, which resulted in an improvement of patient’s balance. Results suggest a benefi cial infl uence of the video game Wii regarding to postural balance and functional capacity of patients with PC, which become more confi dent to carry out their activities of daily living.

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Author Biography

  • Luciana Protásio de Melo, Docente do curso de Fisioterapia da Universidade Federal do Rio Grande do Norte e da Faculdade Estácio do Rio Grande do Norte/FATERN
    Fisioterapeuta especialista em Fisioterapia Neurofuncional - UEPBMestre em Fisioterapia - Aprendizagem Motora e Memória - UFRNDoutoranda em Fisioterapia - UFRNDocente dos cursos de Fisioterapia - Estácio FATERN e UFRNLattes:  http://lattes.cnpq.br/5823735725272248

Published

2014-04-28

Issue

Section

Articles

How to Cite

Lopes, G. L. B., Yano, K. M., Tavares, N. S. A., Rego, I. A. de O., Marinho, R. I., Melo, L. P. de, Ribeiro, K. M. O. B. de F., & Cavalcanti, F. A. da C. (2014). Infl uence of virtual reality treatment for balance in a patient with cerebral palsy. Revista De Terapia Ocupacional Da Universidade De São Paulo, 24(2), 121-126. https://doi.org/10.11606/issn.2238-6149.v24i2p121-126