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Abstract
Abstract
The purpose of this study examined the feasibility of using a low-cost, commercially available gaming platform, the Wii® on improving the hand dexterity impairments in young adults with cerebral palsy. The study included 5 young adults with spastic cerebral palsy with a score of 1-3 on the GMFCS scale and a score of 1-2 on the MACS scale. The participants underwent an 8-week training intervention using the Wii™ for approximately 30 min/day 2 times a week. Training was performed using the Wii™ sports games software, including boxing, tennis, bowling, and archery. Three outcomes measures for hand impairments were used and tested during the study: such as the Hand dynamometer for the grip strength, Purdue peg board for the fine finger dexterity and the Box and Block test for the manual gross dexterity pre-and post- intervention as well as the family-reported activities of daily living before and after the interventions. A student’s t-test was used to analyse the pre- and the post-test results. The feasibility of using the virtual reality (Wii™) in the rehabilitation settings for young adults with CP showed positive outcomes in improving their hand impairments and manual ability. Additional hypotheses were proposed from the study for additional research.
Item Type: | Graduate student work |
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Uncontrolled Keywords: | sport science, WII, rehabilitation, cerebral palsy, young adults, hand impairments |
Subjects: | G Geography. Anthropology. Recreation > GV Recreation Leisure |
Divisions: | Schools > Centre for Sport Science and Human Performance |
Depositing User: | Glynis Longhurst |
Date Deposited: | 16 Dec 2018 23:46 |
Last Modified: | 21 Jul 2023 08:04 |
URI: | http://researcharchive.wintec.ac.nz/id/eprint/6637 |