Introduction: We conducted a survey amongst families of children with cerebral palsy to ascertain the ownership and therapeutic use and potential of commercial games consoles to improve motor function. Method: Three hundred families in South East England were identified through clinical records, and were requested to complete an anonymised questionnaire. Results: A total of 61 families (20% response) returned a completed questionnaire with 41 (68%) identified males and 19 (32%) identified females with cerebral palsy, with a mean age of 11 years 5 months (SD 3Y 7M). The large majority of families, 59 (97%), owned a commercial console and the child used this for 50–300 minutes a week. Returns by severity of motor impairment were: Gross Motor ...
OBJECTIVE: To evaluate the potential of using Nindendo Wii, a commercially available gaming console...
Abstract. [Purpose] Motor control and muscle strength impairments are the prime reasons for motor be...
Background The use of virtual reality systems in the motor rehabilitation of children with cerebral...
Introduction: We conducted a survey amongst families of children with cerebral palsy to ascertain th...
Purpose:Evidence is increasing for effective virtual reality therapy for motor rehabilitation for ch...
which permits unrestricted use, distribution, and reproduction in any medium, provided the original ...
Objective: In this study, it was analyzed the use of the videogame console Nintendo Wii™ as a motor ...
Objective: To explore the feasibility of using low-cost motion interactive games as a home-based int...
Objective. The purpose of this pilot study was to determine whether Super Pop VR, a low-cost virtual...
OBJECTIVE: The objective of this selective EBM review is to determine whether or not video game-base...
OBJECTIVE: To verify the effect of an intervention protocol using virtual reality (VR) on the motor ...
Cerebral Palsy (CP) is the most common condition leading to severe motor impairment in children. Chi...
Introduction: As current Interactive Computer Play (ICP) therapies lack skill transferability, my re...
PURPOSE: Cerebral palsy (CP) is the commonest motor disability affecting children. This study review...
Purpose: Evidence is increasing for effective virtual reality therapy for motor rehabilitation for c...
OBJECTIVE: To evaluate the potential of using Nindendo Wii, a commercially available gaming console...
Abstract. [Purpose] Motor control and muscle strength impairments are the prime reasons for motor be...
Background The use of virtual reality systems in the motor rehabilitation of children with cerebral...
Introduction: We conducted a survey amongst families of children with cerebral palsy to ascertain th...
Purpose:Evidence is increasing for effective virtual reality therapy for motor rehabilitation for ch...
which permits unrestricted use, distribution, and reproduction in any medium, provided the original ...
Objective: In this study, it was analyzed the use of the videogame console Nintendo Wii™ as a motor ...
Objective: To explore the feasibility of using low-cost motion interactive games as a home-based int...
Objective. The purpose of this pilot study was to determine whether Super Pop VR, a low-cost virtual...
OBJECTIVE: The objective of this selective EBM review is to determine whether or not video game-base...
OBJECTIVE: To verify the effect of an intervention protocol using virtual reality (VR) on the motor ...
Cerebral Palsy (CP) is the most common condition leading to severe motor impairment in children. Chi...
Introduction: As current Interactive Computer Play (ICP) therapies lack skill transferability, my re...
PURPOSE: Cerebral palsy (CP) is the commonest motor disability affecting children. This study review...
Purpose: Evidence is increasing for effective virtual reality therapy for motor rehabilitation for c...
OBJECTIVE: To evaluate the potential of using Nindendo Wii, a commercially available gaming console...
Abstract. [Purpose] Motor control and muscle strength impairments are the prime reasons for motor be...
Background The use of virtual reality systems in the motor rehabilitation of children with cerebral...