DOI QR코드

DOI QR Code

Effect of digital therapies on balance and gait in children with cerebral palsy: A systematic review

디지털 치료제가 뇌성마비 아동의 균형 및 보행에 미치는 효과: 체계적 고찰

  • Jung-Hyun Kim (Department of Integrated Alternative Medicine, Shinhan University)
  • 김정현 (신한대학교 통합대체의학과)
  • Received : 2023.08.14
  • Accepted : 2023.10.10
  • Published : 2023.12.31

Abstract

Background: Digital therapeutics are software medical devices that provide evidence-based treatments to prevent, manage, and treat disease. Digital therapies have recently been shown to be effective in motivating children with cerebral palsy as a tool in neuropsychological therapy. Digital therapies improve postural control, balance and gait in children with cerebral palsy. Therefore, this study aims to investigate the effects of digital therapies on balance and gait in children with cerebral palsy and to provide guidelines for prescribing digital therapies for children with cerebral palsy. Design: A Systematic Review Methods: This study searched for English-language articles published in medical journals from January 2000 to July 2023 using PubMed and MEDLINE based on the year of initiation of the digital therapy. The search terms used in the study were 'digital technology' OR 'digital therapeutic' OR 'mobile application' OR 'mobile health' OR 'virtual reality' OR 'game' AND 'cerebral palsy', 'balance' 'gait' as the main keywords. The final article was assigned an evidence level and a Physiotherapy Evidence Database (PEDro) score to assess the quality of clinical trials studies. Results: The digital therapies applied to improve balance and gait in children with cerebral palsy are game-based virtual reality training and the Nintendo Wii Fit program. Both digital therapy interventions had a significant effect on improving balance in children with cerebral palsy, and virtual reality training significantly improved balance and gait. However, there were no significant improvements in balance and gait within two weeks of treatment, regardless of the type of digital intervention. Conclusion: The study suggests that this data will be important in building the evidence base for the effectiveness of digital therapies on balance and gait in children with cerebral palsy and in advancing clinical protocols.

Keywords

References

  1. 김정현. 뇌성마비 아동의 운동학습 효과: 체계적 고찰. 대한물리치료과학회지. 2021;28(1):33-45.
  2. 김정현. 뇌성마비 아동의 대동작 기능에 대한 가정중심치료 효과. 대한물리치료과학회지. 2022;29(4):27-42.
  3. 식품의약품안전처. 디지털 치료기기 허가 심사 가이드라인. 2020.
  4. 심태용, 권재성, 손상원, 지은규. 국내 작업치료 현장의 디지털 치료도구 사용 현황 조사. 대한인지재활학회지. 2022;11(2), 27-46.
  5. 지은규, 손상원, 권재성. 국내 뇌졸중 환자의 인지기능에 대한 디지털 치료 도구의 효과: 메타분석. 대한인지재활학회지. 2023;12(1):45-68.
  6. Adamovich SV, Fluet GG, Tunik E, et al.Sensorimotor training in virtual reality: a review. NeuroRehabil. 2009;25(1):29-44. https://doi.org/10.3233/NRE-2009-0497
  7. Arbesman M, Scheer J, Lieberman D. Using AOTA's critically appraised topic (CAT) and critically appraised paper (CAP) series to link evidence to practice. OT practice. 2008;13(12):18-22.
  8. Bhogal SK, Teasell RW, Foley NC, et al. The PEDro scale provides a more comprehensive measure of methodological quality than the Jadad scale in stroke rehabilitation literature. J Clin Epidemiol. 2005;58(7):668-73. https://doi.org/10.1016/j.jclinepi.2005.01.002
  9. Bilde PE, Kliim-Due M., Rasmussen B, et al. Individualized, home-based interactive training of cerebral palsy children delivered through the Internet. BMC Neurol.2011;11:32.
  10. Brien M, Sveistrup H. An intensive virtual reality program improves functional balance and mobility of adolescents with cerebral palsy. Pediatr Phys Ther.2011;23(3):258-266. https://doi.org/10.1097/PEP.0b013e318227ca0f
  11. Bonnechere B, Jansen B, Omelina L, et al. The use of commercial video games in rehabilitation: a systematic review. Int J Rehabil Res. 2016;39(4):277-290. https://doi.org/10.1097/MRR.0000000000000190
  12. Bonnechere B, Omelina L, Jansen B, et al. Balance improvement after physical therapy training using specially developed serious games for cerebral palsy children: preliminary results. Disabil Rehabil. 2017;39(4):403-406. https://doi.org/10.3109/09638288.2015.1073373
  13. Cano Porras D, Siemonsma P, Inzelberg R, et al. Advantages of virtual reality in the rehabilitation of balance and gait: systematic review. Neurology. 2018;90(22):1017-1025. https://doi.org/10.1212/WNL.0000000000005603
  14. Cho CH, Hwang WJ, Hwang SJ, et al. Treadmill Training with Virtual Reality Improves Gait, Balance, and Muscle Strength in Children with Cerebral Palsy. Tohoku J Exp Med. 2016;238(3):213-8. https://doi.org/10.1620/tjem.238.213
  15. Digital Therapeutics Alliance. Digital Therapeutics: Combining Technology and Evidence based Medicine to Transform Personalized Patient Care. 2018.
  16. Deutsch JE, Borbely M, Filler J, et al. Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy. Phys. Ther.2008;88(10):1196-1207.
  17. Dewar R, Love S, Johnston LM. Exercise interventions improve postural control in children with cerebral palsy: a systematic review. Dev Med Child Neurol. 2015:57(6):504-20. https://doi.org/10.1111/dmcn.12660
  18. Fehlings D, Switzer L, Findlay B, et al. Interactive computer play as "motor therapy" for individuals with cerebral palsy. Semin Pediatr Neurol. 2013;20(2):127-38. https://doi.org/10.1016/j.spen.2013.06.003
  19. Gatica-Rojas V, Mendez-Rebolledo G. Virtual reality interface devices in the reorganization of neural networks in the brain of patients with neurological diseases. Neural Regen Res. 2014:9(8):888-896. https://doi.org/10.4103/1673-5374.131612
  20. Gatica-Rojas V, Mendez-Rebolledo G, Guzman-Munoz E, et al. Does Nintendo Wii Balance Board improve standing balance? A randomized controlled trial in children with cerebral palsy. Eur J Phys Rehabil Med. 2017;53(4):535-544. https://doi.org/10.23736/S1973-9087.16.04447-6
  21. Girolami GL, Shiratori T, Aruin AS.Anticipatory postural adjustments in children with hemiplegia and diplegia. J Electromyogr Kinesiol. 2011;21(6):988-997. https://doi.org/10.1016/j.jelekin.2011.08.013
  22. Harris K, Reid D. The influence of virtual reality play on children's motivation. Can J Occup Ther. 2005;72(1):21-29. https://doi.org/10.1177/000841740507200107
  23. Huber M, Rabin B, Docan C, et al. Feasibility of modified remotely monitored in-home gaming technology for improving hand function in adolescents with cerebral palsy. IEEE Trans Inf Technol Biomed. 2010;14(2):526-34. https://doi.org/10.1109/TITB.2009.2038995
  24. Jha KK, Karunanithi GB, Sahana A, et al. Randomised trial of virtual reality gaming and physiotherapy on balance, gross motor performance and daily functions among children with bilateral spastic cerebral palsy. Somatosens Mot Res. 2021;38(2):117-126. https://doi.org/10.1080/08990220.2021.1876016
  25. Jung SH, Song SH, Lee DG, et al. Effects of Kinect Video Game Training on Lower Extremity Motor Function, Balance, and Gait in Adolescents with Spastic Diplegia Cerebral Palsy: A Pilot Randomized Controlled Trial. Dev Neurorehabil. 2021;24(3):159-165. https://doi.org/10.1080/17518423.2020.1819458
  26. Kachmar O, Kushnir A, Fdechyshyn B, et al. Personalized balance games for children with cerebral palsy: A pilot study. J Pedoatr Rehabil Med. 2021;1(2):237-245. https://doi.org/10.3233/PRM-190666
  27. Karim H, Schmidt B, Dart D et al. Functional near-infrared spectroscopy (fNIRS) of brain function during active balancing using a video game system. Gait Posture.2012;35(3):367-372. https://doi.org/10.1016/j.gaitpost.2011.10.007
  28. Kelders SM., Sommers-Spijkerman M., Goldberg J. Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment. J Med Internet Res. 2018;20(7):e247.
  29. Ketelaar M, Vermeer A, Hart H, et al. Effects of a functional therapy program on motor abilities of children with cerebral palsy. Phys Ther, 2001;81(9):1534-1545. https://doi.org/10.1093/ptj/81.9.1534
  30. Lohse K, Shirzad N, Verster A, et al. Video games and rehabilitation: using design principles to enhance engagement in physical therapy. J Neurol Phys Ther. 2013;37(4):166-75. https://doi.org/10.1097/NPT.0000000000000017
  31. Moseley AM, Herbert RD, Sherrington C, et al. Evidence for physiotherapy practice: A survey of the Physiotherapy Evidence Database (PEDro). Aust J Physiother 2002;48(1):43-49. https://doi.org/10.1016/S0004-9514(14)60281-6
  32. Parsons TD, Rizzo AA, Rogers S, et al. Virtual reality in paediatric rehabilitation: a review. Dev Neurorehabil. 2009;12(4):224-238. https://doi.org/10.1080/17518420902991719
  33. Pavao SL, dos Santos AN, Woollacott MH, et al.Assessment of postural control in children with cerebral palsy: a review. Res Dev Disabil.2013;34(5):1367-1375. https://doi.org/10.1016/j.ridd.2013.01.034
  34. Ravi DK, Kumar N, Singhi P. Effectiveness of virtual reality rehabilitation for children and adolescents with cerebral palsy: an updated evidence-based systematic review. Physiotherapy. 2017;103(3):245-258. https://doi.org/10.1016/j.physio.2016.08.004
  35. Pin TW, Butler PB. The effect of interactive computer play on balance and functional abilities in children with moderate cerebral palsy: a pilot randomized study. Clin Rehabil. 2019;33(4):704-710. https://doi.org/10.1177/0269215518821714
  36. Ren Z, Wu J. The effect of virtual reality games on the gross motor skills of children with cerebral palsy: a meta-analysis of randomized controlled trials. Int J Environ Res Public Health. 2019;16(20):3885.
  37. Riva G. Virtual Reality in Psychotherapy: Review. Cyberpsychol Behav. 2005; 8(3):220-230. https://doi.org/10.1089/cpb.2005.8.220
  38. Rizzolatti G, Craighero L. The mirror-neuron system. Annu Rev Neurosci 2004:27:169-192. https://doi.org/10.1146/annurev.neuro.27.070203.144230
  39. Sajan JE, John JA, Grace P, et al. Wii-based interactive video games as a supplement to conventional therapy for rehabilitation of children with cerebral palsy: A pilot, randomized controlled trial. Dev Neurorehabil. 2017;20(6):361-367. https://doi.org/10.1080/17518423.2016.1252970
  40. Sakzewski L, Provan K, Ziviani J, et al. Comparison of dosageof intensive upper limb therapy for children with unilateral cerebral palsy: how big should the therapy pill be?. Res Dev Disabil. 2015:37:9-16. https://doi.org/10.1016/j.ridd.2014.10.050
  41. Saussez G, Bailly R, Araneda R, et al. Efficacy of integrating a semi-immersive virtual device in the HABIT-ILE intervention for children with unilateral cerebral palsy: a non-inferiority randomized controlled trial. J Neuroeng Rehabil. 2023;20(1):98-113. https://doi.org/10.1186/s12984-023-01218-4
  42. Sharan D, Ajeesh PS, Rameshkumar R, et al. Virtual reality based therapy for post operative rehabilitation of children with cerebral palsy. Work. 2012;41(1):3612-3615. https://doi.org/10.3233/WOR-2012-0667-3612
  43. Shumway-Cook A, Hutchinson S, Kartin D, et al. Effect of balance training on recovery of stability in children with cerebral palsy. Dev Med Child Neurol.2003;45(9):591-602. https://doi.org/10.1111/j.1469-8749.2003.tb00963.x
  44. Steindl R, Kunz K, Schrott-Fischer A, et al. Effect of age and sex on maturation of sensory systems and balance control. Dev Med Child Neurol. 2006:48(6):477-82. https://doi.org/10.1111/j.1469-8749.2006.tb01299.x
  45. Surkar SM, Hoffman RM, Harbourne R, et al. Cognitive-Motor Interference Heightens the Prefrontal Cortical Activation and Deteriorates the Task Performance in Children with Hemiplegic Cerebral Palsy. Arch Phys Med Rehabil. 2021;102(2):225-232. https://doi.org/10.1016/j.apmr.2020.08.014
  46. Szturm T, Parmar ST, Mehta K, et al. Game-Based Dual-Task Exercise Program for Children with Cerebral Palsy: Blending Balance, Visuomotor and Cognitive Training: Feasibility Randomized Control Trial. Sensors(basel). 2022;22(3):761-776. https://doi.org/10.3390/s22030761
  47. Tarakci D, Huseyinsinoglu BE, Taraki E, et al. Effects of Nintendo Wii-Fit® video games on balance in children with mild cerebral palsy. Pediatr Int. 2016;58(10):1048-1050. https://doi.org/10.1111/ped.12942
  48. Tieri G, Morone G, Paolucci S, et al. Virtual reality in cognitive and motor rehabilitation: facts, fiction and fallacies. Expert Rev Med Devices. 2018;15(2):107-117. https://doi.org/10.1080/17434440.2018.1425613
  49. Weiss P, Rand D, Katz N, et al. Video capture virtual reality as a flexible and effective rehabilitation tool. J Neuroeng Rehabil, 2004;1(1):12.
  50. Wille D, Eng K, Holper L et al. Virtual reality-based paediatric interactive therapy system (PITS) for improvement of arm and hand function in children with motor impairment: A pilot study. Dev Neurorehabil. 2009;12(1):44-52. https://doi.org/10.1080/17518420902773117
  51. Woollacott MH, Shumway-Cook A. Postural dysfunction during standing and walking in children with cerebral palsy: what are the underlying problems and what new therapies might improve balance?. Neural Plast.2005;12(2-3):211-219. https://doi.org/10.1155/NP.2005.211
  52. You SH, Jang SH, Kim YH et al. Cortical reorganization induced by virtual reality therapy in a child with hemiparetic cerebral palsy. Dev Med Child Neurol. 2005:47(9):628-635. https://doi.org/10.1111/j.1469-8749.2005.tb01216.x