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KMID : 1034620130030010009
Korean Journal of Neuromuscular Rehabilitation
2013 Volume.3 No. 1 p.9 ~ p.16
Effects of Exercise Using Virtual Reality Video Game on Gross Motor and Balance in the Cerebral Palsy: A Single Case Study
Kim Dae-Hwan

Kim Mi-Rae
Ryu Chi-Seung
Lee Tae-Hoon
Choi Hyun-Joon
Song Ju-Young
Abstract
This study was performed to investigate the effects of virtual reality exercise with video game on gross motor performance and balance in a child with spastic cerebral palsy. The subject of study was cerebral palsy with spastic diplegia presenting 4th level in gross motor function classification system. The subject received virtual reality video game exercise using Wii Fit system, which was performed for 35 minutes in each session, 2 sessions per week over a 5-week period (a total of 10 sessions). Assessment tools were made with the pediatric balance scale, the gross motor function measure, and balance evaluation in Wii Fit system in each session. After the training, gross motor performance and balance ability were improved. The exercise using virtual reality video game may be a beneficial tool to improve gross motor performance and balance in the spastic cerebral palsy at clinics and home-based setting.
KEYWORD
Cerebral palsy, Gross motor performance, Virtual-Reality based exercise
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