Abstract

IntroductionThere is a need to maintain rehabilitation activities and motivate movement and physical activity during quarantine in individuals with Cerebral Palsy (CP).ObjectiveThis paper sets out to evaluate the feasibility and potential benefits of using computer serious game in a non-immersive virtual reality (VR) implemented and evaluated completely remotely in participants with CP for Home-Based Telerehabilitation during the quarantine period for COVID-19.MethodsUsing a cross-sectional design, a total of 44 individuals participated in this study between March and June 2020, 22 of which had CP (14 males and 8 females, mean age = 19 years, ranging between 11 and 28 years) and 22 typically developing individuals, matched by age and sex to the individuals with CP. Participants practiced a coincident timing game1 and we measured movement performance and physical activity intensity using the rating of perceived exertion Borg scale.ResultsAll participants were able to engage with the VR therapy remotely, reported enjoying sessions, and improved performance in some practice moments. The most important result in this cross-sectional study was the significant increasing in rating of perceived exertion (through Borg scale) in both groups during practice and with CP presenting a higher rating of perceived exertion.ConclusionChildren with CP enjoyed participating, were able to perform at the same level as their peers on certain activities and increased both their performance and physical activity intensity when using the game, supporting the use of serious games for this group for home therapy and interactive games.Clinical Trials Registrationhttps://Clinicaltrials.gov, NCT04402034. Registered on May 20, 2020.

Highlights

  • There is a need to maintain rehabilitation activities and motivate movement and physical activity during quarantine in individuals with Cerebral Palsy (CP)

  • Considering the importance of being active and maintaining an exercise routine as an essential target for physical health even during quarantine (Lippi et al, 2020), new possibilities to be active inside the home are essential, especially for people with CP in order to avoid cardiovascular disease risk factors, metabolic syndrome, and autonomic nervous system dysfunctions

  • Our results show that active video games can elicit increased energy expenditure and translate into increased physical activity, representing a powerful tool to be used by therapists and families, such as home-based telerehabilitation

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Summary

Introduction

There is a need to maintain rehabilitation activities and motivate movement and physical activity during quarantine in individuals with Cerebral Palsy (CP). Individuals with Cerebral Palsy (CP) present motor disorders that are commonly associated with changes in sensation, learning, body perception, communication, behavior, and secondary complications such as epilepsy and musculoskeletal disorders that impair the individual’s functional performance (Bax et al, 2005). Considering these difficulties in different sensorimotor areas it is crucial for individuals with cerebral palsy to have continuous access to rehabilitation services (World Health Organization, 2004; Bax et al, 2005; Colver et al, 2014). HBTR provides the opportunity to increase the frequency of skills training, for people who find it difficult to regularly attend rehabilitation centers (Lloréns et al, 2015)

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