DefinePK

DefinePK hosts the largest index of Pakistani journals, research articles, news headlines, and videos. It also offers chapter-level book search.

Efficacy of Virtual Reality-Based Gamified Interventions versus Conventional Therapy for Improving Motor Function in Children with Cerebral Palsy: A Randomized Controlled Trial


Article Information

Title: Efficacy of Virtual Reality-Based Gamified Interventions versus Conventional Therapy for Improving Motor Function in Children with Cerebral Palsy: A Randomized Controlled Trial

Authors: Iqra Wahaj, Amenah Salim, Faraz Tipu, Noor-us- Saba, Akbar Mughal

Journal: Allied Medical Research Journal

HEC Recognition History
Category From To
Y 2024-10-01 2025-12-31
Y 2023-07-01 2024-09-30

Publisher: Allied Medical Research Journal (Pvt) Limited

Country: Pakistan

Year: 2025

Volume: 3

Issue: 3

Language: en

Categories

Abstract

Background: Cerebral palsy continues to be the leading cause of motor disability during childhood, impacting balance control, walking ability, and hand function. Virtual reality technology presents an engaging, task-focused rehabilitation approach that may enhance motor skill acquisition and treatment adherence beyond what traditional therapy achieves. To assess whether virtual reality-based gamified therapy delivered by occupational and physical therapists produces better outcomes than traditional therapy for balance, walking, and hand skills in children diagnosed with cerebral palsy.
Methodology: This single-blind randomized trial enrolled 84 children (ages 6-14) with spastic cerebral palsy functioning at GMFCS levels I-III. Children were randomly divided into virtual reality treatment (n=42) or traditional therapy (n=42) groups receiving 12 weeks of intervention (three 45-minute sessions weekly). Main measurements included the Pediatric Balance Scale, 10-Meter Walk Test, and Jebsen-Taylor Hand Function Test. Additional measurements examined upper extremity quality and patient involvement.
Results: Children receiving virtual reality therapy showed markedly better progress on the Pediatric Balance Scale (mean difference: 4.8 points, 95% CI: 3.2-6.4, p<0.001), walking speed (0.12 m/s faster, 95% CI: 0.08-0.16, p<0.001), and hand function testing (8.3 seconds faster completion, 95% CI: 5.1-11.5, p<0.001) when compared to traditional treatment. Engagement levels were substantially higher with virtual reality (p<0.001). No serious safety concerns emerged.
Conclusion: Virtual reality-based gamified therapy administered by qualified therapists produces significantly better motor function improvements and higher patient involvement compared to traditional approaches in children with cerebral palsy, supporting its incorporation into routine rehabilitation services.


Paper summary is not available for this article yet.

Loading PDF...

Loading Statistics...