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http://hdl.handle.net/1942/26653
Title: | Does video game-based balance-training improve gait stability in children with cerebral palsy? | Authors: | MEYNS, Pieter Bras, Chloé Harlaar, Jaap van de Pol, Laura Barkhof, Frederik Buizer, Annemieke |
Issue Date: | 2018 | Source: | Gait & posture, 65(S1), p. 105-106 | Abstract: | Video games are increasingly used in balance rehabilitation since literature has indicated promising effects on motivation [1] and functional outcomes [2] in several patient populations. Several pilot studies investigated the effectiveness of video game-based balance-training (VGBT) in children with cerebral palsy (CPc) [3,4], as these children experience poor balance control during standing and walking due to sensorimotor disorders resulting from non-progressive brain lesions [5]. These studies, however, yielded inconsistent results. This could be caused by the clinical balance scales used, which might be insensitive to training-induced improvements, as these scales are often ordinal-scale and composite scores of walking and standing balance [6]. | Document URI: | http://hdl.handle.net/1942/26653 | ISSN: | 0966-6362 | e-ISSN: | 1879-2219 | DOI: | 10.1016/j.gaitpost.2018.06.078 | Rights: | © 2018 Elsevier B.V. All rights reserved. | Category: | A1 | Type: | Journal Contribution |
Appears in Collections: | Research publications |
Files in This Item:
File | Description | Size | Format | |
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1-s2.0-S0966636218308051-main.pdf Restricted Access | Published version | 135.74 kB | Adobe PDF | View/Open Request a copy |
VRCPpm_final.pdf | Peer-reviewed author version | 522.88 kB | Adobe PDF | View/Open |
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