Objective To explore the effect of virtual reality video games on gross motor skills of children with cerebral palsy. Methods The 56 patients with cerebral palsy treated in the Fifth Affiliated Hospital of Zhengzhou University from April 2015 to April 2017 were selected as the subjects.The age of the patients was (5.4±1.2) years old (5-7 years old). According to the results of Gross Motor Function Classification System (GMFCS) assessment, all patients belonged to level Ⅰ-Ⅱ.All patients were randomly divided-into 2 groups: video-game group and conventional exercise group for 6 weeks of functional exercise.The evaluation criteria included the average exercise time, the 6-minute walk test (6MWT) and general motion function challenge module (GMFMS-CM) measurement and evaluation. Results The average exercise time of video games in video game group was (44.2 ± 6.1) minutes.The encouragement from the therapists in the intervention process was very important.The technical problems also had a relatively high proportion, and the technical guidance and training should be emphasized at the beginning of the study.The ave-rage score of the Likert scale showed that the practice program was suitable for the patients; GMFMS-CM in video-game group was significantly higher [mean difference was 4.8, the quartile (IQP) was 4.68, Z=-2.025, P=0.035], while conventional exercise group showed an increasing trend which was not significantly different; 6MWT showed a significant increase in the mean level of video-game group (mean difference was 69.1 m, IQR was 40.2 m, Z=-2.108, P=0.045), conventional exercise group was significantly lower than the average level of subjects in video-game group and there was no significant change in the study period. Conclusion For children with cerebral palsy, routine functional rehabilitation exercise plus family-style virtual reality video game practice, on the one hand to improve patient compliance with the treatment, on the other hand can significantly improve their physical movement function, which is conducive for the patients′ quality of life and self-care ability. Key words: Virtual reality; Video game; Cerebral palsy; Motor function
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