Effectiveness of using the Nintendo Wii® video game as a therapeutic resource in the rehabilitation of children with cerebral palsy: integrative review
Autor(a) principal: | |
---|---|
Data de Publicação: | 2023 |
Outros Autores: | , , , , , , , , |
Tipo de documento: | Artigo |
Idioma: | por eng |
Título da fonte: | Scire Salutis |
Texto Completo: | https://sustenere.inf.br/index.php/sciresalutis/article/view/7964 |
Resumo: | Cerebral Palsy (CP) is a disorder in posture and movements resulting from a lesion in the central nervous system, non-progressive and non-evolutionary that can be acquired before the first two years of life. It has several etiologies as causes, these factors hinder the performance of activity, also affects balance and makes postural control difficult. Virtual reality (VR) has been an excellent therapeutic resource for children with CP, with the Nintendo Wii being one of the concepts of VR, which allows motor interaction between the player and the machine. To analyze the effectiveness of using the Nintendo Wii® video game as a therapeutic resource in the rehabilitation of children with cerebral palsy. An integrative review was carried out that analyzed the effectiveness of using the Nintendo Wii in the treatment of children with cerebral palsy. Searches were performed in the following databases PubMed, BVS/MEDLINE and ScienceDirect. The search strategy included a combination of the following descriptors: “cerebral palsy” and “nintendo wii” and “virtual reality”. Six articles were identified that met the inclusion criteria. Since the studies should evaluate at least one of the following outcomes of interest: balance, gross motor function and manual function. It is concluded, therefore, that the use of the Nintendo Wii is effective for increasing balance, gross and manual function in children with CP, but studies with a larger population are needed to present NW as a complementary rehabilitation therapy. |
id |
ESS-1_f93182977a0029a0520ff13eac960742 |
---|---|
oai_identifier_str |
oai:ojs.pkp.sfu.ca:article/7964 |
network_acronym_str |
ESS-1 |
network_name_str |
Scire Salutis |
repository_id_str |
|
spelling |
Effectiveness of using the Nintendo Wii® video game as a therapeutic resource in the rehabilitation of children with cerebral palsy: integrative reviewEficácia do uso do vídeo game Nintendo Wii® como recurso terapêutico na reabilitação de crianças com paralisia cerebral: uma revisão integrativa de literaturaParalisia CerebralRealidade VirtualEquilíbrioCerebral PalsyVirtual realityBalanceCerebral Palsy (CP) is a disorder in posture and movements resulting from a lesion in the central nervous system, non-progressive and non-evolutionary that can be acquired before the first two years of life. It has several etiologies as causes, these factors hinder the performance of activity, also affects balance and makes postural control difficult. Virtual reality (VR) has been an excellent therapeutic resource for children with CP, with the Nintendo Wii being one of the concepts of VR, which allows motor interaction between the player and the machine. To analyze the effectiveness of using the Nintendo Wii® video game as a therapeutic resource in the rehabilitation of children with cerebral palsy. An integrative review was carried out that analyzed the effectiveness of using the Nintendo Wii in the treatment of children with cerebral palsy. Searches were performed in the following databases PubMed, BVS/MEDLINE and ScienceDirect. The search strategy included a combination of the following descriptors: “cerebral palsy” and “nintendo wii” and “virtual reality”. Six articles were identified that met the inclusion criteria. Since the studies should evaluate at least one of the following outcomes of interest: balance, gross motor function and manual function. It is concluded, therefore, that the use of the Nintendo Wii is effective for increasing balance, gross and manual function in children with CP, but studies with a larger population are needed to present NW as a complementary rehabilitation therapy.A Paralisia Cerebral (PC) é um distúrbio na postura e movimentos resultante de uma lesão no sistema nervoso central, não progressivo e não evolutivo que pode ser adquirida antes dos dois primeiros anos de vida. Tem como causas diversas etiologias, esses fatores dificultam o desempenho de atividade, afeta também o equilíbrio e dificulta o controle postural. A realidade virtual (RV) vem sendo um excelente recurso terapêutico para crianças com PC, sendo o Nintendo Wii um dos conceitos da RV, o qual permite a interação motora do jogador com a máquina. Analisar a eficácia do uso do vídeo game Nintendo Wii® como recurso terapêutico na reabilitação de crianças com paralisia cerebral. Foi realizada uma revisão integrativa que analisou a eficácia do uso do Nintendo Wii no tratamento de crianças com paralisia cerebral. As pesquisas foram realizadas nos seguintes bancos de dados PubMed, BVS/MEDLINE e ScienceDirect. A estratégia de busca incluiu a combinação dos seguintes descritores: “cerebral palsy” and “nintendo wii” and “virtual reality”. Foram identificados 6 artigos que preencheram os critérios de inclusão. Sendo que os estudos deveriam avaliar pelo menos um dos seguintes desfechos de interesse: equilíbrio, função motora grossa e função manual. Conclui-se, portanto, que o uso do Nintendo Wii é eficaz para o incremento do equilíbrio, função motora grossa e manual em crianças com PC, porém é necessário estudos com uma população maior para apresentar o NW como uma terapêutica complementar de reabilitação.Sustenere Publishing2023-01-04info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sustenere.inf.br/index.php/sciresalutis/article/view/796410.6008/CBPC2236-9600.2022.004.0016Scire Salutis; Vol. 12 No. 4 (2022): Scire Salutis - Ago, Set, Out 2022; 166-171Scire Salutis; Vol. 12 Núm. 4 (2022): Scire Salutis - Ago, Set, Out 2022; 166-171Scire Salutis; v. 12 n. 4 (2022): Scire Salutis - Ago, Set, Out 2022; 166-1712236-9600reponame:Scire Salutisinstname:Companhia Brasileira de Produção Científica (CBPC)instacron:ESSporenghttps://sustenere.inf.br/index.php/sciresalutis/article/view/7964/4335https://sustenere.inf.br/index.php/sciresalutis/article/view/7964/4334Copyright (c) 2023 Scire Salutishttp://creativecommons.org/licenses/by-nc-nd/4.0info:eu-repo/semantics/openAccessBorges, João Carlos de Sousa Piveta, Juliana Tiemi Castro, Lorena Moura de Pólvora, Pedro Henrique Fernandes Silva, Wanessa Rendeiro da Silva e Figueiredo, Laura Guerrera Ataides, Ágatha Ianka da Silva Mendonça, Lucas Gabriel CastroFerreira, Ingrid Jordana Bernardes Lisboa, Victoria Sardinha de 2023-08-06T23:44:25Zoai:ojs.pkp.sfu.ca:article/7964Revistahttps://sustenere.co/index.php/sciresalutisONGhttps://sustenere.co/index.php/sciresalutis/oai||carlos@arvore.org.br2236-96002236-9600opendoar:2023-08-06T23:44:25Scire Salutis - Companhia Brasileira de Produção Científica (CBPC)false |
dc.title.none.fl_str_mv |
Effectiveness of using the Nintendo Wii® video game as a therapeutic resource in the rehabilitation of children with cerebral palsy: integrative review Eficácia do uso do vídeo game Nintendo Wii® como recurso terapêutico na reabilitação de crianças com paralisia cerebral: uma revisão integrativa de literatura |
title |
Effectiveness of using the Nintendo Wii® video game as a therapeutic resource in the rehabilitation of children with cerebral palsy: integrative review |
spellingShingle |
Effectiveness of using the Nintendo Wii® video game as a therapeutic resource in the rehabilitation of children with cerebral palsy: integrative review Borges, João Carlos de Sousa Paralisia Cerebral Realidade Virtual Equilíbrio Cerebral Palsy Virtual reality Balance |
title_short |
Effectiveness of using the Nintendo Wii® video game as a therapeutic resource in the rehabilitation of children with cerebral palsy: integrative review |
title_full |
Effectiveness of using the Nintendo Wii® video game as a therapeutic resource in the rehabilitation of children with cerebral palsy: integrative review |
title_fullStr |
Effectiveness of using the Nintendo Wii® video game as a therapeutic resource in the rehabilitation of children with cerebral palsy: integrative review |
title_full_unstemmed |
Effectiveness of using the Nintendo Wii® video game as a therapeutic resource in the rehabilitation of children with cerebral palsy: integrative review |
title_sort |
Effectiveness of using the Nintendo Wii® video game as a therapeutic resource in the rehabilitation of children with cerebral palsy: integrative review |
author |
Borges, João Carlos de Sousa |
author_facet |
Borges, João Carlos de Sousa Piveta, Juliana Tiemi Castro, Lorena Moura de Pólvora, Pedro Henrique Fernandes Silva, Wanessa Rendeiro da Silva e Figueiredo, Laura Guerrera Ataides, Ágatha Ianka da Silva Mendonça, Lucas Gabriel Castro Ferreira, Ingrid Jordana Bernardes Lisboa, Victoria Sardinha de |
author_role |
author |
author2 |
Piveta, Juliana Tiemi Castro, Lorena Moura de Pólvora, Pedro Henrique Fernandes Silva, Wanessa Rendeiro da Silva e Figueiredo, Laura Guerrera Ataides, Ágatha Ianka da Silva Mendonça, Lucas Gabriel Castro Ferreira, Ingrid Jordana Bernardes Lisboa, Victoria Sardinha de |
author2_role |
author author author author author author author author author |
dc.contributor.author.fl_str_mv |
Borges, João Carlos de Sousa Piveta, Juliana Tiemi Castro, Lorena Moura de Pólvora, Pedro Henrique Fernandes Silva, Wanessa Rendeiro da Silva e Figueiredo, Laura Guerrera Ataides, Ágatha Ianka da Silva Mendonça, Lucas Gabriel Castro Ferreira, Ingrid Jordana Bernardes Lisboa, Victoria Sardinha de |
dc.subject.por.fl_str_mv |
Paralisia Cerebral Realidade Virtual Equilíbrio Cerebral Palsy Virtual reality Balance |
topic |
Paralisia Cerebral Realidade Virtual Equilíbrio Cerebral Palsy Virtual reality Balance |
description |
Cerebral Palsy (CP) is a disorder in posture and movements resulting from a lesion in the central nervous system, non-progressive and non-evolutionary that can be acquired before the first two years of life. It has several etiologies as causes, these factors hinder the performance of activity, also affects balance and makes postural control difficult. Virtual reality (VR) has been an excellent therapeutic resource for children with CP, with the Nintendo Wii being one of the concepts of VR, which allows motor interaction between the player and the machine. To analyze the effectiveness of using the Nintendo Wii® video game as a therapeutic resource in the rehabilitation of children with cerebral palsy. An integrative review was carried out that analyzed the effectiveness of using the Nintendo Wii in the treatment of children with cerebral palsy. Searches were performed in the following databases PubMed, BVS/MEDLINE and ScienceDirect. The search strategy included a combination of the following descriptors: “cerebral palsy” and “nintendo wii” and “virtual reality”. Six articles were identified that met the inclusion criteria. Since the studies should evaluate at least one of the following outcomes of interest: balance, gross motor function and manual function. It is concluded, therefore, that the use of the Nintendo Wii is effective for increasing balance, gross and manual function in children with CP, but studies with a larger population are needed to present NW as a complementary rehabilitation therapy. |
publishDate |
2023 |
dc.date.none.fl_str_mv |
2023-01-04 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://sustenere.inf.br/index.php/sciresalutis/article/view/7964 10.6008/CBPC2236-9600.2022.004.0016 |
url |
https://sustenere.inf.br/index.php/sciresalutis/article/view/7964 |
identifier_str_mv |
10.6008/CBPC2236-9600.2022.004.0016 |
dc.language.iso.fl_str_mv |
por eng |
language |
por eng |
dc.relation.none.fl_str_mv |
https://sustenere.inf.br/index.php/sciresalutis/article/view/7964/4335 https://sustenere.inf.br/index.php/sciresalutis/article/view/7964/4334 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2023 Scire Salutis http://creativecommons.org/licenses/by-nc-nd/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2023 Scire Salutis http://creativecommons.org/licenses/by-nc-nd/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Sustenere Publishing |
publisher.none.fl_str_mv |
Sustenere Publishing |
dc.source.none.fl_str_mv |
Scire Salutis; Vol. 12 No. 4 (2022): Scire Salutis - Ago, Set, Out 2022; 166-171 Scire Salutis; Vol. 12 Núm. 4 (2022): Scire Salutis - Ago, Set, Out 2022; 166-171 Scire Salutis; v. 12 n. 4 (2022): Scire Salutis - Ago, Set, Out 2022; 166-171 2236-9600 reponame:Scire Salutis instname:Companhia Brasileira de Produção Científica (CBPC) instacron:ESS |
instname_str |
Companhia Brasileira de Produção Científica (CBPC) |
instacron_str |
ESS |
institution |
ESS |
reponame_str |
Scire Salutis |
collection |
Scire Salutis |
repository.name.fl_str_mv |
Scire Salutis - Companhia Brasileira de Produção Científica (CBPC) |
repository.mail.fl_str_mv |
||carlos@arvore.org.br |
_version_ |
1793890279243120640 |