title: Usual and virtual reality video game-based physiotherapy for children and youth with acquired brain injuries.
abstract: Little is known about how therapists promote learning of functional motor skills for children with acquired brain injuries. This study explores physiotherapists' description of these interventions in comparison to virtual reality (VR) video game-based therapy. Six physiotherapists employed at a children's rehabilitation center participated in semi-structured interviews, which were transcribed and analyzed using thematic analysis. Physiotherapists describe using interventions that motivate children to challenge performance quality and optimize real-life functioning. Intervention strategies are influenced by characteristics of the child, parent availability to practice skills outside therapy, and therapist experience. VR use motivates children to participate, but can influence therapist use of verbal strategies and complicate interventions. Physiotherapists consider unique characteristics of this population when providing interventions that promote learning of motor skills. The VR technology has advantageous features but its use with this population can be challenging; further research is recommended.
authors.affiliation: School of Rehabilitation Science, McMaster University, Hamilton, Ontario, Canada. levacde@mcmaster.ca
authors.forename: Danielle
authors.initials: D
authors.lastname: Levac
authors.forename: Patricia
authors.initials: P
authors.lastname: Miller
authors.forename: Cheryl
authors.initials: C
authors.lastname: Missiuna
mesh_terms: D000293:Adolescent; D001930:Brain Injuries / Q000503:physiopathology / Q000534:rehabilitation*; D002648:Child; D002675:Child, Preschool; D002983:Clinical Competence; D005260:Female; D006040:Goals; D006801:Humans; D007407:Interviews as Topic; D009042:Motivation; D009048:Motor Skills; D053580:Muscle Strength; D010287:Parent-Child Relations; D026741:Physical Therapy Modalities; D004856:Postural Balance; D018910:Video Games