Gaming Technologies for Children and Youth with Cerebral Palsy

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Abstract

Children and youth with cerebral palsy (CP) experience health and motor challenges. Virtual reality and active video games (VR/AVG) have become more accessible and flexible for use in multiple clinical and community environments and are feasible tools to facilitate goals of decreased impairments and increased functional mobility and activity. Customized therapeutic VR/AVG systems have been developed to improve access to this technology for children and youth with CP and like conditions. Physical and occupational therapists use VR/AVG systems to motivate, selectively focus, monitor, and increase movement practice and skill in therapy sessions and home programs for children with CP. The purposes of this chapter are to (1) describe currently available VR/AVG games, (2) summarize their potential use to augment therapy programs and outcomes, and (3) provide research evidence to support their use. This chapter will define VR/AVG, inform readers of availability, and provide details on effective protocols and uses of VR/AVG. While the research evidence supporting VR/AVG effectiveness has been mostly lower level (small studies and few randomized clinical trials), there is a growing body of literature indicating that VR/AVG interventions can reduce body function and structure (BF/S) impairments and improve motor activities such as walking and reaching. Suggestions are provided for families and therapists to adopt VR/AVG as effective tools to promote motor skills and mobility in children and youth (4–18 years old) with CP.

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APA

Gilbertson, T., Hsu, L. Y., McCoy, S. W., & O’neil, M. E. (2020). Gaming Technologies for Children and Youth with Cerebral Palsy. In Cerebral Palsy: Second Edition (pp. 2917–2945). Springer International Publishing. https://doi.org/10.1007/978-3-319-74558-9_179

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