Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy.
OBJECTIVE
The purpose of this retrospective and prospective case report is to describe the feasibility and outcomes of using a low-cost, commercially available gaming system (Wii) to augment the rehabilitation of an adolescent with cerebral palsy.


METHODS
The patient was an adolescent with spastic diplegic cerebral palsy classified as GMFCS level III who was treated during a summer session in a school-based setting.


METHODS
The patient participated in 11 training sessions, 2 of which included other players. Sessions were between 60 and 90 minutes in duration. Training was performed using the Wii sports games software, including boxing, tennis, bowling, and golf. He trained in both standing and sitting positions.


RESULTS
Three main outcome measures were used: (1) visual-perceptual processing, using a motor-free perceptual test (Test of Visual Perceptual Skills, third edition); (2) postural control, using weight distribution and sway measures; and (3) functional mobility, using gait distance. Improvements in visual-perceptual processing, postural control, and functional mobility were measured after training.


CONCLUSIONS
The feasibility of using the system in the school-based setting during the summer session was supported. For this patient whose rehabilitation was augmented with the Wii, there were positive outcomes at the impairment and functional levels. Multiple hypotheses were proposed for the findings that may be the springboard for additional research. To the authors' knowledge, this is the first published report on using this particular low-cost, commercially available gaming technology for rehabilitation of a person with cerebral palsy.
Deutsch
Judith E
JE
Department of Rehabilitation and Movement Science, School of Health-Related Professions, University of Medicine and Dentistry of New Jersey, 65 Bergen St, SSB 723, Newark, NJ 07101-3001, USA. deutsch@umdnj.edu
Borbely
Megan
M
Filler
Jenny
J
Huhn
Karen
K
Guarrera-Bowlby
Phyllis
P
D000293:Adolescent; D002547:Cerebral Palsy / Q000534:rehabilitation*; D006801:Humans; D008297:Male; D026741:Physical Therapy Modalities / Q000191:economics / Q000295:instrumentation*; D014584:User-Computer Interface; D018910:Video Games