title: Can balance in children with cerebral palsy improve through use of an activity promoting computer game?
abstract: BACKGROUND
  This study aimed to evaluate if use of an activity promoting computer game, used in the home (Nintendo Wii Fit; Nintendo Co Ltd, Japan), could influence balance related outcome measures in children with cerebral palsy.
  
  
  METHODS
  Eighteen children with hemiplegic or diplegic cerebral palsy were recruited for the study. A randomised cross-over design was used with children tested at baseline, after five weeks of playing Wii Fit games and after five weeks without any intervention. Outcome measures of interest included: performance on the modified sensory organisation test, reactive balance test and rhythmic weight shift test.
  
  
  RESULTS
  No significant difference was observed between testing occasions for any of the balance measures investigated (p > 0.05).
  
  
  CONCLUSIONS
  Our results suggest that use of a Nintendo Wii balance board and Wii Fit software for a minimum of thirty minutes per day in the patient's own home, over a five week period, is not effective as a balance training tool in children with cerebral palsy.
authors.affiliation: Department of Rehabilitation, School of Health Sciences, Jönköping University, 55111Jönköping, Sweden. Nerrolyn.ramstrand@hhj.hj.se
authors.forename: Nerrolyn
authors.initials: N
authors.lastname: Ramstrand
authors.forename: Frida
authors.initials: F
authors.lastname: Lygnegård
mesh_terms: D000293:Adolescent; D002547:Cerebral Palsy / Q000534:rehabilitation*; D002648:Child; D018592:Cross-Over Studies; D005260:Female; D006801:Humans; D008297:Male; D004856:Postural Balance; D018910:Video Games