Please use this identifier to cite or link to this item: 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

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