VIRTUAL GAMES AS A TOOL TO ACESS THE PERFORMANCE OF PEOPLE WITH HEMIPARESIS: CASE REPORT

Authors

DOI:

https://doi.org/10.16891/2317-434X.v12.e3.a2024.pp4344-4350

Keywords:

Cerebral Palsy, Virtual Reality, Physiotherapy

Abstract

There are several forms of treatment and performance evaluation existing in the rehabilitation of children with CP, but there are few studies describing performance evaluation in adults with CP. Evidence demonstrated through a systematic review points to positive effects of virtual reality on the motor function of children with CP after rehabilitation with active videogames. The objective was to verify the use of a virtual game as tool to evaluate the performance of people with CP and hemiparesis. There were selected three female young adults; one with CP and mild spasticity (CPL); one with CP and moderated spasticity and athetosis (CPM); and one as control (CRTL). Everyone played 40 moves in the virtual game Bowling, Wi Sports Resort, Nintendo Wii. Was calculate the average of the pins dropped in the attempts from 1 to 10, from 11 to 20, from 21 to 30 and from 31 to 40. The average of pins knocked down presented by CPL (7,05 hits) was higher than the CPM (5,2 hits). The average of pins knocked down presented by CRTL (7,08 hits) was higher than the CPM (5,2 hits). In the comparison between the individual with CPL (7,05 hits) and CRTL (7,08 hits) the number of pins knocked down was similar. The game used has the potential to be used as a tool to assess the performance of the non-involved side in individuals with hemiparetic CP. The performance curve showed that there are different behaviors when comparing hemiparetic people with different levels of motor impairment.

Author Biographies

Osmair Gomes de Macedo, Universidade de Brasília - Campus Ceilândia

Professor Doutor do Curso de Fisioterapia da Universidade de Brasília – Campus UnB Ceilândia, Brasília, DF, Brasil.

Dayane Valéria de Sousa Carvalho, Universidade de Brasília – Faculdade de Ceilândia

Bacharel em Fisioterapia; Universidade de Brasília – Campus UnB Ceilândia, Brasília, DF.

Elaine Cristina Bezerra Cavalcante, Universidade de Brasília – Faculdade de Ceilândia

Bacharel em Fisioterapia; Universidade de Brasília – Campus UnB Ceilândia, Brasília, DF.

Jéssica Oliveira Béda, Universidade de Brasília – Faculdade de Ceilândia

Especialista em Saúde Mental do Adulto, Ortopedia e Neurofuncional. Bacharel em Fisioterapia; Universidade de Brasília – Campus UnB Ceilândia, Brasília, DF.

Carlota Leão da Cunha, Universidade de Coimbra e Faculdade de Motricidade Humana – Universidade de Lisboa

Mestre, Professora Auxiliar Convidada da Universidade de Coimbra, Portugal e Assistente Convidada da Faculdade de Motricidade Humana – Universidade de Lisboa Portugal.

Carlos Bandeira de Mello Monteiro, Escola de Artes Ciências e Humanidades da Universidade de São Paulo

Professor Doutor do Curso de Educação Física e Saúde da Escola de Artes Ciências e Humanidades da Universidade de São Paulo, São Paulo

Felipe Augusto dos Santos Mendes, Universidade de Brasília – Faculdade de Ceilândia

Professor Doutor do Curso de Fisioterapia da Universidade de Brasília – Campus UnB Ceilândia, Brasília, DF.

Published

2024-09-15

How to Cite

Gomes de Macedo, O., de Sousa Carvalho, D. V., Bezerra Cavalcante, E. C., Oliveira Béda, J., Leão da Cunha, C., Bandeira de Mello Monteiro, C., & dos Santos Mendes, F. A. (2024). VIRTUAL GAMES AS A TOOL TO ACESS THE PERFORMANCE OF PEOPLE WITH HEMIPARESIS: CASE REPORT. Revista Interfaces: Saúde, Humanas E Tecnologia, 12(3), 4344–4350. https://doi.org/10.16891/2317-434X.v12.e3.a2024.pp4344-4350

Issue

Section

Artigos

Most read articles by the same author(s)