Background: This study aims to investigate the effect of a newly developed virtual reality task-oriented training (VR-TOT) video game on upper extremity fine motor function compared with conventional occupational therapy through leap motion in children with spastic hemiplegic cerebral palsy (CP).
Methods: In this double-blind randomized clinical trial, 30 children with spastic hemiplegic CP aged six to 10 years were included and randomly allocated into two groups. During six weeks, 15 patients in the intervention group received VR_TOT-based video game in addition to conventional occupational therapy, whereas 15 patients in the control group received only conventional occupational therapy. The outcomes of spoon and knife use time, as well as wrist extension range of motion (ROM), and handgrip strength were evaluated pre- and postintervention, and also at six-week follow-up.
Results: The reduction in spoon (6.27 ± 3.08 vs 2.55 ± 2.08; P < 0.001) and knife (7.44 ± 1.95 vs 2.74 ± 2.46; P < 0.001) usage time was significantly greater among children in the intervention group compared with the control group. The increase in grip strength was significantly higher among intervention group children (1.57 ± 1.28 vs 0.50 ± 0.77; P = 0.011). However, the wrist extension ROM was not different between intervention and control groups.
Conclusions: The results show that combining the VR-TOT with traditional occupational therapy methods improves fine motor function and grip strength in children with CP.
Keywords: Cerebral palsy; Hand function; Leap motion; Rehabilitation; Upper extremity; Virtual reality.
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