Balance and mobility training at home using Wii Fit in children with cerebral palsy: a feasibility study

BMJ Open. 2018 May 15;8(5):e019624. doi: 10.1136/bmjopen-2017-019624.

Abstract

Objectives: To investigate whether balance and mobility training at home using Wii Fit is feasible and can provide clinical benefits.

Design: Single-group, pre-post intervention study.

Setting: Participants' home.

Participants: 20 children with cerebral palsy (6-12 years).

Intervention: Participants undertook 8 weeks of home-based Wii Fit training in addition to usual care.

Main measures: Feasibility was determined by adherence, performance, acceptability and safety. Clinical outcomes were strength, balance, mobility and participation measured at baseline (preintervention) and 8 weeks (postintervention).

Results: The training was feasible with 99% of training completed; performance on all games improved; parents understood the training (4/5), it did not interfere in life (3.8/5), was challenging (3.9/5) and would recommend it (3.9/5); and there were no injurious falls. Strength increased in dorsiflexors (Mean Difference (MD) 2.2 N m, 95% CI 1.1 to 3.2, p<0.001), plantarflexors (MD 2.2 N m, 95% CI 1.3 to 3.1, p<0.001) and quadriceps (MD 7.8 N m, 95% CI 5.2 to 10.5, p<0.001). Preferred walking speed increased (MD 0.25 m/s, 95% CI 0.09 to 0.41, p<0.01), fast speed increased (MD 0.24 m/s, 95% CI 0.13 to 0.35, p<0.001) and distance over 6 min increased (MD 28 m, 95% CI 10 to 45, p<0.01). Independence in participation increased (MD 1.4 out of 40, 95% CI 0.0 to 2.8, p=0.04).

Conclusions: Balance and mobility training at home using Wii Fit was feasible and safe and has the potential to improve strength and mobility, suggesting that a randomised trial is warranted.

Trial registration number: ACTRN12616001362482.

Keywords: Wii; balance; cerebral palsy; physical therapy; walking.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Cerebral Palsy / therapy*
  • Child
  • Exercise Therapy / instrumentation*
  • Feasibility Studies
  • Female
  • Humans
  • Male
  • Muscle Strength
  • Patient Compliance
  • Postural Balance / physiology*
  • Video Games*
  • Walking Speed