title: Video game-based coordinative training improves ataxia in children with degenerative ataxia.
abstract: OBJECTIVE
  Degenerative ataxias in children present a rare condition where effective treatments are lacking. Intensive coordinative training based on physiotherapeutic exercises improves degenerative ataxia in adults, but such exercises have drawbacks for children, often including a lack of motivation for high-frequent physiotherapy. Recently developed whole-body controlled video game technology might present a novel treatment strategy for highly interactive and motivational coordinative training for children with degenerative ataxias.
  
  
  METHODS
  We examined the effectiveness of an 8-week coordinative training for 10 children with progressive spinocerebellar ataxia. Training was based on 3 Microsoft Xbox Kinect video games particularly suitable to exercise whole-body coordination and dynamic balance. Training was started with a laboratory-based 2-week training phase and followed by 6 weeks training in children's home environment. Rater-blinded assessments were performed 2 weeks before laboratory-based training, immediately prior to and after the laboratory-based training period, as well as after home training. These assessments allowed for an intraindividual control design, where performance changes with and without training were compared.
  
  
  RESULTS
  Ataxia symptoms were significantly reduced (decrease in Scale for the Assessment and Rating of Ataxia score, p = 0.0078) and balance capacities improved (dynamic gait index, p = 0.04) after intervention. Quantitative movement analysis revealed improvements in gait (lateral sway: p = 0.01; step length variability: p = 0.01) and in goal-directed leg placement (p = 0.03).
  
  
  CONCLUSIONS
  Despite progressive cerebellar degeneration, children are able to improve motor performance by intensive coordination training. Directed training of whole-body controlled video games might present a highly motivational, cost-efficient, and home-based rehabilitation strategy to train dynamic balance and interaction with dynamic environments in a large variety of young-onset neurologic conditions.
  
  
  METHODS
  This study provides Class III evidence that directed training with Xbox Kinect video games can improve several signs of ataxia in adolescents with progressive ataxia as measured by SARA score, Dynamic Gait Index, and Activity-specific Balance Confidence Scale at 8 weeks of training.
authors.affiliation: Department of Cognitive Neurology, Hertie Institute for Clinical Brain Research, University of Tübingen, Tübingen, Germany. winfried.ilg@uni-tuebingen.de
authors.forename: Winfried
authors.initials: W
authors.lastname: Ilg
authors.forename: Cornelia
authors.initials: C
authors.lastname: Schatton
authors.forename: Julia
authors.initials: J
authors.lastname: Schicks
authors.forename: Martin A
authors.initials: MA
authors.lastname: Giese
authors.forename: Ludger
authors.initials: L
authors.lastname: Schöls
authors.forename: Matthis
authors.initials: M
authors.lastname: Synofzik
mesh_terms: D000293:Adolescent; D001259:Ataxia / Q000150:complications / Q000534:rehabilitation*; D016009:Chi-Square Distribution; D002648:Child; D005081:Exercise Therapy / Q000379:methods*; D005260:Female; D006801:Humans; D008297:Male; D009068:Movement; D019636:Neurodegenerative Diseases / Q000150:complications / Q000534:rehabilitation*; D011597:Psychomotor Performance / Q000502:physiology*; D018709:Statistics, Nonparametric; D016896:Treatment Outcome; D018910:Video Games; D055815:Young Adult