Serious Game Platform as a Possibility for Home-Based Telerehabilitation for Individuals With Cerebral Palsy During COVID-19 Quarantine – A Cross-Sectional Pilot Study

IntroductionThere is a need to maintain rehabilitation activities and motivate movement and physical activity during quarantine in individuals with Cerebral Palsy (CP).ObjectiveThis paper sets out to evaluate the feasibility and potential benefits of using computer serious game in a non-immersive vi...

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Main Authors: Talita Dias da Silva, Paula Lumy da Silva, Elisa de Jesus Valenzuela, Eduardo Dati Dias, Amanda Orasmo Simcsik, Mariana Giovanelli de Carvalho, Anne Michelli Gomes Gonçalves Fontes, Camila Aparecida de Oliveira Alberissi, Luciano Vieira de Araújo, Murilo Vinícius da Costa Brandão, Helen Dawes, Carlos Bandeira de Mello Monteiro
Format: Article
Language:English
Published: Frontiers Media S.A. 2021-02-01
Series:Frontiers in Psychology
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/fpsyg.2021.622678/full
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author Talita Dias da Silva
Talita Dias da Silva
Talita Dias da Silva
Paula Lumy da Silva
Paula Lumy da Silva
Elisa de Jesus Valenzuela
Eduardo Dati Dias
Amanda Orasmo Simcsik
Mariana Giovanelli de Carvalho
Mariana Giovanelli de Carvalho
Anne Michelli Gomes Gonçalves Fontes
Camila Aparecida de Oliveira Alberissi
Luciano Vieira de Araújo
Murilo Vinícius da Costa Brandão
Helen Dawes
Helen Dawes
Carlos Bandeira de Mello Monteiro
Carlos Bandeira de Mello Monteiro
author_facet Talita Dias da Silva
Talita Dias da Silva
Talita Dias da Silva
Paula Lumy da Silva
Paula Lumy da Silva
Elisa de Jesus Valenzuela
Eduardo Dati Dias
Amanda Orasmo Simcsik
Mariana Giovanelli de Carvalho
Mariana Giovanelli de Carvalho
Anne Michelli Gomes Gonçalves Fontes
Camila Aparecida de Oliveira Alberissi
Luciano Vieira de Araújo
Murilo Vinícius da Costa Brandão
Helen Dawes
Helen Dawes
Carlos Bandeira de Mello Monteiro
Carlos Bandeira de Mello Monteiro
author_sort Talita Dias da Silva
collection DOAJ
description IntroductionThere is a need to maintain rehabilitation activities and motivate movement and physical activity during quarantine in individuals with Cerebral Palsy (CP).ObjectiveThis paper sets out to evaluate the feasibility and potential benefits of using computer serious game in a non-immersive virtual reality (VR) implemented and evaluated completely remotely in participants with CP for Home-Based Telerehabilitation during the quarantine period for COVID-19.MethodsUsing a cross-sectional design, a total of 44 individuals participated in this study between March and June 2020, 22 of which had CP (14 males and 8 females, mean age = 19 years, ranging between 11 and 28 years) and 22 typically developing individuals, matched by age and sex to the individuals with CP. Participants practiced a coincident timing game1 and we measured movement performance and physical activity intensity using the rating of perceived exertion Borg scale.ResultsAll participants were able to engage with the VR therapy remotely, reported enjoying sessions, and improved performance in some practice moments. The most important result in this cross-sectional study was the significant increasing in rating of perceived exertion (through Borg scale) in both groups during practice and with CP presenting a higher rating of perceived exertion.ConclusionChildren with CP enjoyed participating, were able to perform at the same level as their peers on certain activities and increased both their performance and physical activity intensity when using the game, supporting the use of serious games for this group for home therapy and interactive games.Clinical Trials Registrationhttps://Clinicaltrials.gov, NCT04402034. Registered on May 20, 2020.
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spelling doaj.art-918552f8e0c340f7b7148326c7c4ed1d2022-12-21T19:59:04ZengFrontiers Media S.A.Frontiers in Psychology1664-10782021-02-011210.3389/fpsyg.2021.622678622678Serious Game Platform as a Possibility for Home-Based Telerehabilitation for Individuals With Cerebral Palsy During COVID-19 Quarantine – A Cross-Sectional Pilot StudyTalita Dias da Silva0Talita Dias da Silva1Talita Dias da Silva2Paula Lumy da Silva3Paula Lumy da Silva4Elisa de Jesus Valenzuela5Eduardo Dati Dias6Amanda Orasmo Simcsik7Mariana Giovanelli de Carvalho8Mariana Giovanelli de Carvalho9Anne Michelli Gomes Gonçalves Fontes10Camila Aparecida de Oliveira Alberissi11Luciano Vieira de Araújo12Murilo Vinícius da Costa Brandão13Helen Dawes14Helen Dawes15Carlos Bandeira de Mello Monteiro16Carlos Bandeira de Mello Monteiro17Departamento de Medicina (Cardiologia), Escola Paulista de Medicina da Universidade Federal de São Paulo (UNIFESP), São Paulo, BrazilGrupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, BrazilFaculdade de Medicina, Universidade Cidade de São Paulo (UNICID), São Paulo, BrazilFundação Hermínio Ometto (FHO-UNIARARAS), São Paulo, BrazilDepartamento de Fisioterapia, Fonoaudiologia e Terapia Ocupacional, Faculdade de Medicina, Universidade de São Paulo (FOFITO – USP), São Paulo, BrazilDepartamento de Fisioterapia, Fonoaudiologia e Terapia Ocupacional, Faculdade de Medicina, Universidade de São Paulo (FOFITO – USP), São Paulo, BrazilGrupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, BrazilGrupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, BrazilDepartamento de Medicina (Cardiologia), Escola Paulista de Medicina da Universidade Federal de São Paulo (UNIFESP), São Paulo, BrazilGrupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, BrazilDepartamento de Fisioterapia, Fonoaudiologia e Terapia Ocupacional, Faculdade de Medicina, Universidade de São Paulo (FOFITO – USP), São Paulo, BrazilGrupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, BrazilGrupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, BrazilGrupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, BrazilInstitute of Nursing and Allied Health Research, Oxford Brookes University, Oxford, United KingdomDepartment of Clinical Neurology, University of Oxford, Oxford, United KingdomGrupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, BrazilDepartamento de Fisioterapia, Fonoaudiologia e Terapia Ocupacional, Faculdade de Medicina, Universidade de São Paulo (FOFITO – USP), São Paulo, BrazilIntroductionThere is a need to maintain rehabilitation activities and motivate movement and physical activity during quarantine in individuals with Cerebral Palsy (CP).ObjectiveThis paper sets out to evaluate the feasibility and potential benefits of using computer serious game in a non-immersive virtual reality (VR) implemented and evaluated completely remotely in participants with CP for Home-Based Telerehabilitation during the quarantine period for COVID-19.MethodsUsing a cross-sectional design, a total of 44 individuals participated in this study between March and June 2020, 22 of which had CP (14 males and 8 females, mean age = 19 years, ranging between 11 and 28 years) and 22 typically developing individuals, matched by age and sex to the individuals with CP. Participants practiced a coincident timing game1 and we measured movement performance and physical activity intensity using the rating of perceived exertion Borg scale.ResultsAll participants were able to engage with the VR therapy remotely, reported enjoying sessions, and improved performance in some practice moments. The most important result in this cross-sectional study was the significant increasing in rating of perceived exertion (through Borg scale) in both groups during practice and with CP presenting a higher rating of perceived exertion.ConclusionChildren with CP enjoyed participating, were able to perform at the same level as their peers on certain activities and increased both their performance and physical activity intensity when using the game, supporting the use of serious games for this group for home therapy and interactive games.Clinical Trials Registrationhttps://Clinicaltrials.gov, NCT04402034. Registered on May 20, 2020.https://www.frontiersin.org/articles/10.3389/fpsyg.2021.622678/fullcerebral palsymotor rehabilitationtelerehabilitationphysical functional performanceserious game
spellingShingle Talita Dias da Silva
Talita Dias da Silva
Talita Dias da Silva
Paula Lumy da Silva
Paula Lumy da Silva
Elisa de Jesus Valenzuela
Eduardo Dati Dias
Amanda Orasmo Simcsik
Mariana Giovanelli de Carvalho
Mariana Giovanelli de Carvalho
Anne Michelli Gomes Gonçalves Fontes
Camila Aparecida de Oliveira Alberissi
Luciano Vieira de Araújo
Murilo Vinícius da Costa Brandão
Helen Dawes
Helen Dawes
Carlos Bandeira de Mello Monteiro
Carlos Bandeira de Mello Monteiro
Serious Game Platform as a Possibility for Home-Based Telerehabilitation for Individuals With Cerebral Palsy During COVID-19 Quarantine – A Cross-Sectional Pilot Study
Frontiers in Psychology
cerebral palsy
motor rehabilitation
telerehabilitation
physical functional performance
serious game
title Serious Game Platform as a Possibility for Home-Based Telerehabilitation for Individuals With Cerebral Palsy During COVID-19 Quarantine – A Cross-Sectional Pilot Study
title_full Serious Game Platform as a Possibility for Home-Based Telerehabilitation for Individuals With Cerebral Palsy During COVID-19 Quarantine – A Cross-Sectional Pilot Study
title_fullStr Serious Game Platform as a Possibility for Home-Based Telerehabilitation for Individuals With Cerebral Palsy During COVID-19 Quarantine – A Cross-Sectional Pilot Study
title_full_unstemmed Serious Game Platform as a Possibility for Home-Based Telerehabilitation for Individuals With Cerebral Palsy During COVID-19 Quarantine – A Cross-Sectional Pilot Study
title_short Serious Game Platform as a Possibility for Home-Based Telerehabilitation for Individuals With Cerebral Palsy During COVID-19 Quarantine – A Cross-Sectional Pilot Study
title_sort serious game platform as a possibility for home based telerehabilitation for individuals with cerebral palsy during covid 19 quarantine a cross sectional pilot study
topic cerebral palsy
motor rehabilitation
telerehabilitation
physical functional performance
serious game
url https://www.frontiersin.org/articles/10.3389/fpsyg.2021.622678/full
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