Purpose: Previous studies investigating the effectiveness of exergame balance-training (using video-games) in children with cerebral palsy (CP) yielded inconsistent results that could be related to underpowered studies. Therefore, in this multicenter intervention study, we investigated whether exergaming improves balance clinically in spastic CP. Materials and methods: In total, 35 children with unilateral or bilateral spastic CP (GMFCS-level I–II) were included (age-range: 7–16 years); 16 at VUMC (trial: NTR6034), 19 at UHG (trial: NCT03219112). All participants received care as usual. The intervention group (n = 24) additionally performed exergame-training; 6–8 weeks home-based X-box One Kinect training focused on balance. Balance perform...
Abstract. [Purpose] Motor control and muscle strength impairments are the prime reasons for motor be...
WOS: 000387111100016PubMed ID: 26858013BackgroundThis study compared the effects of Nintendo Wii-Fit...
Purpose: The aim of this study was to investigate the effectiveness of virtual reality training on b...
Purpose: Previous studies investigating the effectiveness of exergame balance-training (using video-...
Purpose: Previous studies investigating the effectiveness of exergame balance-training (using video-...
PURPOSE: To determine whether 6 weeks home-based video game-based balance training (VGBT) is effecti...
<p><i>Purpose</i>: Cerebral palsy (CP) leads to various clinical signs mainly induced by muscle spas...
Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic he...
Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic he...
Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic he...
Purpose: Cerebral palsy (CP) leads to various clinical signs mainly induced by muscle spasticity and...
Background Patients with cerebral palsy (CP) typically receive limited physical therapy services. Ho...
Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic he...
The objective of this exploratory randomized controlled trial (RCT) was to provide evidence for the ...
Cerebral palsy (CP) is the most common cause of permanent neurological disabilities in children. Man...
Abstract. [Purpose] Motor control and muscle strength impairments are the prime reasons for motor be...
WOS: 000387111100016PubMed ID: 26858013BackgroundThis study compared the effects of Nintendo Wii-Fit...
Purpose: The aim of this study was to investigate the effectiveness of virtual reality training on b...
Purpose: Previous studies investigating the effectiveness of exergame balance-training (using video-...
Purpose: Previous studies investigating the effectiveness of exergame balance-training (using video-...
PURPOSE: To determine whether 6 weeks home-based video game-based balance training (VGBT) is effecti...
<p><i>Purpose</i>: Cerebral palsy (CP) leads to various clinical signs mainly induced by muscle spas...
Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic he...
Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic he...
Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic he...
Purpose: Cerebral palsy (CP) leads to various clinical signs mainly induced by muscle spasticity and...
Background Patients with cerebral palsy (CP) typically receive limited physical therapy services. Ho...
Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic he...
The objective of this exploratory randomized controlled trial (RCT) was to provide evidence for the ...
Cerebral palsy (CP) is the most common cause of permanent neurological disabilities in children. Man...
Abstract. [Purpose] Motor control and muscle strength impairments are the prime reasons for motor be...
WOS: 000387111100016PubMed ID: 26858013BackgroundThis study compared the effects of Nintendo Wii-Fit...
Purpose: The aim of this study was to investigate the effectiveness of virtual reality training on b...