Friday, January 20, 2012

CP and Video games: Systematic Review


Sandlund M, McDonough S, Häger-Ross C.
Interactive computer play in rehabilitation of children with sensorimotor disorders: a systematic review.
Dev Med Child Neurol. 2009 Mar;51(3):173-9

Link to abstract: www.ncbi.nlm.nih.gov/pubmed/19191834

This review is notable because of the focus on cerebral palsy. The researchers used the American Academy of Cerebral Palsy and Developmental Medicine (AACPDM) levels of evidence guidelines, and many of the articles used the Bruninks-Oseretsky Test for Motor Efficiency (BOTMP) as an outcome measure.

Objective:
A systematic review of evidence using interactive computer play for motor rehabilitation for children. Therapeutic active video gaming is defined here as “play with virtual objects in a computer-generated environment” (including mouse and keyboard interaction) for improved motor control and motor learning as a primary or secondary outcome.

Method:
Eleven databases were searched for literature from 1995 to May 2008.
Some studies used the Gross Motor Functioning Classification System and included children with level IV and V disabilities. AACPDM levels of evidence guidelines were used to assess and categorize each (quantitative) research design and methodology of the 16 included articles. Of them, three were randomized control trials (level II), four were level III (cohort studies), six were level IV (case series) and three were level V (case reports).

Findings:
Two of the three level II and one level III study found no significant improvements. Several of the level IV, cohort studies used the BOTMP (subtest 5:6), the Peabody Developmental Motor Scale, or the Quality of Upper Extremities Skills Test. One study used the Canadian Occupational Performance Model.

In summary, “nine studies investigated movement quality; two showed no significant improvements and seven, mostly low-level studies, reported positive findings”, and a call for “further and more convincing research”.

Selected References

AACPDM levels of evidence

Butler C. AACPDM methodology to develop systematic reviews
of treatment interventions 1999; (Revision 1.1, 2004). Available
from URL: http://www.aacpdm.org/resources/systematicReviews
Methodology.pdf.

Studies using BOTMP assessing motor quality

Eliasson AC, Rosblad B, Hager-Ross C. Control of reaching
movements in 6-year-old prematurely born children with motor
problems - an intervention study. Adv Physiother 2003; 5: 33–48.

Petrofsky JS, Petrofsky D. A simple device to assess and train
motor coordination. J Med Eng Technol 2004; 28: 67–73.

Bartscherer ML, Dole RL. InteractiveMetronome training for a
9-year-old boy with attention and motor coordination difficulties.
Physiother Theory Pract 2005; 21: 257–69.

Krichevets AN, Sirotkina EB, Yevsevicheva IV, Zeldin LM. Computer
games as a means of movement rehabilitation. Disabil Rehabil
1995; 17: 100–5.

Reid DT. The use of virtual reality to improve upper-extremity
efficiency skills in children with cerebral palsy: a pilot study.
Technol Disabil 2002; 14: 53–61.

Reid D, Campbell K. The use of virtual reality with children with
cerebral palsy: a pilot randomized trial. Ther Recreation J 2006;
40: 255–68.

Chen YP, Kang LJ, Chuang TY, et al. Use of virtual reality to
improve upper-extremity control in children with cerebral palsy:
a single-subject design. Phys Ther 2007; 87: 1441–57.

Shaffer RJ, Jacokes LE, Cassily JF, Greenspan SI, Tuchman RF,
Stemmer PJ Jr. Effect of interactive metronome training on
children with ADHD. Am J Occup Ther 2001; 55: 155–62.

You SH, Jang SH, Kim YH, Kwon YH, Barrow I, Hallett M.
Cortical reorganization induced by virtual reality therapy in a
child with hemiparetic cerebral palsy. Dev Med Child Neurol 2005;
47: 628–35.

Study using Peabody Developmental Motor Scale

Chen YP, Kang LJ, Chuang TY, et al. Use of virtual reality to
improve upper-extremity control in children with cerebral palsy:
a single-subject design. Phys Ther 2007; 87: 1441–57.

Study using Quality of Upper Extremities Skills Test

Reid DT. The use of virtual reality to improve upper-extremity
efficiency skills in children with cerebral palsy: a pilot study.
Technol Disabil 2002; 14: 53–61.