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Randomized controlled trial shows enhanced postural control with virtual reality in children with spastic diplegic cerebral palsy, indicating benefits of gamified training.
Background Effective engagement and motivation during balance training can be achieved through using technology such as virtual reality and promotes positive adaptation and neural plasticity. Objective The aim of the study was to explore the effect of gamified balance training using virtual reality on postural control in children with spastic diplegic cerebral palsy. Methods Fifty children with spastic diplegic cerebral palsy from both genders with ages ranged from six to twelve years old participated in this study. The participants were allocated randomly into two groups (n = 25). The control group (A); received conventional physical therapy programs based on neurodevelopmental technique including balance and gait training exercises, while the study group (B); received conventional physical therapy programs based on neurodevelopmental technique including balance and gait training exercises in addition to virtual reality balance training. All children were examined clinically pre- and post-treatment using HUMAC balance and tilt system to asses Limit of Stability (LOS), Center of Pressure (COP), and the Modified Clinical Test of Sensory Integration of Balance (mCTSIB). Results There were significant improvements of all measured variables in both control and study groups with significant difference between groups in favor to the study group (p < 0.05). Conclusion Gamified balance training using virtual reality has a beneficial effect on improving postural control in children with spastic diplegic cerebral palsy.
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Ayoub et al. (2025) studied this question.
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