Gametherapy in the rehabilitation of patients with cerebral palsy
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Data de Publicação: | 2021 |
Outros Autores: | |
Tipo de documento: | Artigo |
Idioma: | por eng |
Título da fonte: | Revista Coleta Científica |
Texto Completo: | https://portalcoleta.com.br/index.php/rcc/article/view/85 |
Resumo: | Cerebral palsy (CP) involves motor deficits often related to sensory and cognitive dysfunctions, grouping of a non-progressive brain injury. Gameterapy represents daily life through technology stimulating a neuropsychomotor response, as it is an innovative therapy, performed in a playful way. Virtual Reality (VR) has been used as an accessible therapy for patients with neurological injury and is considered a three-dimensional alternative, through devices that simulate activities that can be performed in the patient's daily life. The objective of the study was to carry out a bibliographic review on the benefits of using technologies called gameterapy and VR in improving the balance of patients with CP. Research was conducted in electronic databases, and 321 articles were found, of which 4 were duplicated in two of the databases, 310 were excluded because they did not present in their methodologies proposals for care using VR and/or gametherapy for the treatment of patients. balance deficits in CP, REVISTA INSPIRAR movimento & saúde Edição 20 | Número 4 OUT/NOV/DEZ | 2020 - 3 - so 11 articles were included in this study. From this bibliographic review, it was verified the effectiveness in the use of VR and gametherapy in the treatment of those requested with CP to improve balance. Because it is a more fun and lucid therapy, patients feel motivated to make a proposal, so this tool adds to traditional physiotherapy to improve balance in CP. It is suggested to carry out new studies with a larger number of participants and with well-defined methodologies. |
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Gametherapy in the rehabilitation of patients with cerebral palsyGameterapia na reabilitação de pacientes com paralisia cerebralRealidade Virtual. Fisioterapia. Equilíbrio. Paralisia Cerebral. videojogos.Virtual Reality. Physiotherapy. Balance. Cerebral Palsy. Video games.Cerebral palsy (CP) involves motor deficits often related to sensory and cognitive dysfunctions, grouping of a non-progressive brain injury. Gameterapy represents daily life through technology stimulating a neuropsychomotor response, as it is an innovative therapy, performed in a playful way. Virtual Reality (VR) has been used as an accessible therapy for patients with neurological injury and is considered a three-dimensional alternative, through devices that simulate activities that can be performed in the patient's daily life. The objective of the study was to carry out a bibliographic review on the benefits of using technologies called gameterapy and VR in improving the balance of patients with CP. Research was conducted in electronic databases, and 321 articles were found, of which 4 were duplicated in two of the databases, 310 were excluded because they did not present in their methodologies proposals for care using VR and/or gametherapy for the treatment of patients. balance deficits in CP, REVISTA INSPIRAR movimento & saúde Edição 20 | Número 4 OUT/NOV/DEZ | 2020 - 3 - so 11 articles were included in this study. From this bibliographic review, it was verified the effectiveness in the use of VR and gametherapy in the treatment of those requested with CP to improve balance. Because it is a more fun and lucid therapy, patients feel motivated to make a proposal, so this tool adds to traditional physiotherapy to improve balance in CP. It is suggested to carry out new studies with a larger number of participants and with well-defined methodologies. A paralisia cerebral (PC) envolve déficits motores frequentemente relacionados a disfunções sensoriais e cognitivas, resultantes de uma lesão encefálica não progressiva. A gameterapia representa a vida diária através da tecnologia estimulando uma resposta neuropsicomotora, por se tratar de uma terapia inovadora, realizada de maneira lúdica. A Realidade virtual (RV), vem sendo utilizada como terapia acessível para os pacientes com lesão neurológica sendo considerada uma alternativa tridimensional, através de dispositivos que simulam atividades que possam ser realizados no dia-a-dia do paciente. O Objetivo do estudo foi realizar uma revisão bibliográfica sobre os benefícios da utilização de tecnologias terapêuticas denominadas de gameterapia e realidade virutal na melhora do equilíbrio de pacientes com PC. Foi realizada pesquisa em bases de dados eletrônicas, e foram encontrados 321 artigos, sendo que 4 deles se duplicavam em duas das bases de dados, 310 foram excluídos por não apresentarem em suas metodologias propostas de atendimento utilizando RV e/ou gameterapia para o tratamento dos déficits de equilíbrio na PC, portanto 11 artigos foram incluídos neste estudo. A partir desta revisão bibliográfica, verificou-se efetividade na utilização da RV e gameterapia no tratamento dos indivíduos com PC para a melhora do equilíbrio. Por tratar-se de uma terapia mais divertida e lúcida os pacientes se sentem motivados a realizar a atividade proposta, sendo assim está ferramenta agrega na fisioterapia tradicional para a melhora do equilíbrio na PC. Sugere-se a realização de novos estudos que apresentem maior número de participantes e com metodologias bem descritas.Editora Coleta2021-12-15info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfapplication/pdfhttps://portalcoleta.com.br/index.php/rcc/article/view/8510.5281/zenodo.5784211ark:/24285/RCC.v5i10.85Scientific Collection Magazine; Vol. 5 No. 10 (2021): Scientific Collection Magazine; 60-68Revista Coleta Científica; Vol. 5 Núm. 10 (2021): Revista Coleta Científica; 60-68Revue Coleta Científica; Vol. 5 No 10 (2021): Revista Coleta Científica; 60-68Revista Coleta Scientifica; V. 5 N. 10 (2021): Revista Coleta Científica; 60-68Revista Coleta Científica ; v. 5 n. 10 (2021): Revista Coleta Científica; 60-682763-6496ark:/24285/rcc.v5i10reponame:Revista Coleta Científicainstname:Editora Coletainstacron:EDCporenghttps://portalcoleta.com.br/index.php/rcc/article/view/85/75https://portalcoleta.com.br/index.php/rcc/article/view/85/96Copyright (c) 2021 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessCosta, Elcione Lisboa da Santos, Carla Chiste Tomazoli 2023-01-25T22:45:47Zoai:ojs2.portalcoleta.com.br:article/85Revistahttp://portalcoleta.com.br/index.php/rccPRIhttps://portalcoleta.com.br/index.php/rcc/oairevistacoleta@gmail.com||2763-64962763-6496opendoar:2023-01-25T22:45:47Revista Coleta Científica - Editora Coletafalse |
dc.title.none.fl_str_mv |
Gametherapy in the rehabilitation of patients with cerebral palsy Gameterapia na reabilitação de pacientes com paralisia cerebral |
title |
Gametherapy in the rehabilitation of patients with cerebral palsy |
spellingShingle |
Gametherapy in the rehabilitation of patients with cerebral palsy Costa, Elcione Lisboa da Realidade Virtual. Fisioterapia. Equilíbrio. Paralisia Cerebral. videojogos. Virtual Reality. Physiotherapy. Balance. Cerebral Palsy. Video games. |
title_short |
Gametherapy in the rehabilitation of patients with cerebral palsy |
title_full |
Gametherapy in the rehabilitation of patients with cerebral palsy |
title_fullStr |
Gametherapy in the rehabilitation of patients with cerebral palsy |
title_full_unstemmed |
Gametherapy in the rehabilitation of patients with cerebral palsy |
title_sort |
Gametherapy in the rehabilitation of patients with cerebral palsy |
author |
Costa, Elcione Lisboa da |
author_facet |
Costa, Elcione Lisboa da Santos, Carla Chiste Tomazoli |
author_role |
author |
author2 |
Santos, Carla Chiste Tomazoli |
author2_role |
author |
dc.contributor.author.fl_str_mv |
Costa, Elcione Lisboa da Santos, Carla Chiste Tomazoli |
dc.subject.por.fl_str_mv |
Realidade Virtual. Fisioterapia. Equilíbrio. Paralisia Cerebral. videojogos. Virtual Reality. Physiotherapy. Balance. Cerebral Palsy. Video games. |
topic |
Realidade Virtual. Fisioterapia. Equilíbrio. Paralisia Cerebral. videojogos. Virtual Reality. Physiotherapy. Balance. Cerebral Palsy. Video games. |
description |
Cerebral palsy (CP) involves motor deficits often related to sensory and cognitive dysfunctions, grouping of a non-progressive brain injury. Gameterapy represents daily life through technology stimulating a neuropsychomotor response, as it is an innovative therapy, performed in a playful way. Virtual Reality (VR) has been used as an accessible therapy for patients with neurological injury and is considered a three-dimensional alternative, through devices that simulate activities that can be performed in the patient's daily life. The objective of the study was to carry out a bibliographic review on the benefits of using technologies called gameterapy and VR in improving the balance of patients with CP. Research was conducted in electronic databases, and 321 articles were found, of which 4 were duplicated in two of the databases, 310 were excluded because they did not present in their methodologies proposals for care using VR and/or gametherapy for the treatment of patients. balance deficits in CP, REVISTA INSPIRAR movimento & saúde Edição 20 | Número 4 OUT/NOV/DEZ | 2020 - 3 - so 11 articles were included in this study. From this bibliographic review, it was verified the effectiveness in the use of VR and gametherapy in the treatment of those requested with CP to improve balance. Because it is a more fun and lucid therapy, patients feel motivated to make a proposal, so this tool adds to traditional physiotherapy to improve balance in CP. It is suggested to carry out new studies with a larger number of participants and with well-defined methodologies. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-12-15 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
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article |
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publishedVersion |
dc.identifier.uri.fl_str_mv |
https://portalcoleta.com.br/index.php/rcc/article/view/85 10.5281/zenodo.5784211 ark:/24285/RCC.v5i10.85 |
url |
https://portalcoleta.com.br/index.php/rcc/article/view/85 |
identifier_str_mv |
10.5281/zenodo.5784211 ark:/24285/RCC.v5i10.85 |
dc.language.iso.fl_str_mv |
por eng |
language |
por eng |
dc.relation.none.fl_str_mv |
https://portalcoleta.com.br/index.php/rcc/article/view/85/75 https://portalcoleta.com.br/index.php/rcc/article/view/85/96 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2021 (CC BY 4.0) https://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2021 (CC BY 4.0) https://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
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application/pdf application/pdf |
dc.publisher.none.fl_str_mv |
Editora Coleta |
publisher.none.fl_str_mv |
Editora Coleta |
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Scientific Collection Magazine; Vol. 5 No. 10 (2021): Scientific Collection Magazine; 60-68 Revista Coleta Científica; Vol. 5 Núm. 10 (2021): Revista Coleta Científica; 60-68 Revue Coleta Científica; Vol. 5 No 10 (2021): Revista Coleta Científica; 60-68 Revista Coleta Scientifica; V. 5 N. 10 (2021): Revista Coleta Científica; 60-68 Revista Coleta Científica ; v. 5 n. 10 (2021): Revista Coleta Científica; 60-68 2763-6496 ark:/24285/rcc.v5i10 reponame:Revista Coleta Científica instname:Editora Coleta instacron:EDC |
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