Case Report
Copyright ©The Author(s) 2023. Published by Baishideng Publishing Group Inc. All rights reserved.
World J Clin Cases. Dec 26, 2023; 11(36): 8595-8602
Published online Dec 26, 2023. doi: 10.12998/wjcc.v11.i36.8595
Effects of video game-based therapy in an adolescent with cerebral palsy: A case report
Huda Aliah Mohd Iqbal, Wei Sheng Ho, Asfarina Zanudin, Hafifi Hisham, Nor Azlin Mohd Nordin
Huda Aliah Mohd Iqbal, Wei Sheng Ho, Asfarina Zanudin, Hafifi Hisham, Nor Azlin Mohd Nordin, Physiotherapy Programme, Centre for Rehabilitation and Special Needs Studies, Faculty of Health Sciences, Universiti Kebangsaan Malaysia, Jalan Raja Muda Abdul Aziz, Kuala Lumpur 50300, Malaysia
Author contributions: Mohd Iqbal HA, Ho WS, Hisham H, and Zanudin A contributed to manuscript writing editing; Mohd Iqbal HA, Ho WS, and Zanudin A contributed to data collection; Ho WS, Mohd Iqbal HA, Zanudin A and Mohd Nordin NA contributed to data analysis; Zanudin A and Mohd Nordin NA contributed to conceptualization and supervision; all authors have read and approved the final manuscript.
Supported by the Ministry of Higher Education of Malaysia, No. FRGS/1/2021/SKK06/UKM/03/2.
Informed consent statement: Written informed consent was obtained from the patient for publication of this report and any accompanying images.
Conflict-of-interest statement: The authors declare that they have no conflict of interest to disclose.
CARE Checklist (2016) statement: The authors have read the CARE Checklist (2016), and the manuscript was prepared and revised according to the CARE Checklist (2016).
Open-Access: This article is an open-access article that was selected by an in-house editor and fully peer-reviewed by external reviewers. It is distributed in accordance with the Creative Commons Attribution NonCommercial (CC BY-NC 4.0) license, which permits others to distribute, remix, adapt, build upon this work non-commercially, and license their derivative works on different terms, provided the original work is properly cited and the use is non-commercial. See: https://creativecommons.org/Licenses/by-nc/4.0/
Corresponding author: Asfarina Zanudin, PhD, Lecturer, Physiotherapy Programme, Centre for Rehabilitation and Special Needs Studies, Faculty of Health Sciences, Universiti Kebangsaan Malaysia, Jalan Raja Muda Abdul Aziz, Kuala Lumpur 50300, Malaysia. asfarina.zanudin@ukm.edu.my
Received: November 3, 2023
Peer-review started: November 3, 2023
First decision: November 13, 2023
Revised: November 25, 2023
Accepted: December 7, 2023
Article in press: December 7, 2023
Published online: December 26, 2023
Processing time: 49 Days and 6.1 Hours
Abstract
BACKGROUND

Herein, we report the case of a 13-year-old boy with spastic quadriplegia cerebral palsy (CP) at Gross Motor Function Classification System (GMFCS) level II, engaging in a 6-wk video game-based therapy (VBT) program. This study aimed to offer essential insights regarding VBT’s impact on enhancing the physical function and improving the quality of life (QoL) of adolescents diagnosed with CP. This report provides a distinctive viewpoint that can inform and direct future clinical practices and research endeavors.

CASE SUMMARY

The boy presented with moderate mobility, balance, and overall well-being. He faced challenges with diminished lower limb strength, which affected his daily living and physical fitness capabilities. Our participant was diagnosed with spastic quadriplegic CP at GMFCS level II. He participated in a 6-wk program of VBT using a play station. This innovative approach incorporates warm-up exercises, interactive activities, and cool-down routines, targeting various movements, including single-leg stance, weight shifting, kicking, jumping, marching, and squatting. After VBT, the strength of the left hip extensor significantly increased from 199.3 N to 541.3 N. Distance covered as part of a 6-min walk test increased by 82 m. His Paediatric QoL Inventory score increased dramatically by 25.9%.

CONCLUSION

VBT is an innovative, individualized therapy that enhances physical function and QoL in CP, emphasizing its role in ambulatory patients.

Keywords: Video game, Physical function, Quality of life, Cerebral Palsy, Case report

Core Tip: This study examined the potential transformative effects of video game-based therapy (VBT) in adolescents diagnosed with cerebral palsy (CP). The 6-wk VBT program demonstrated notable improvements in lower limb strength, motor function, and overall quality of life. VBT is distinguished by its creative and patient-centric approach, which is customized to meet the unique needs of each individual. This study highlights the need to incorporate technology-driven rehabilitation approaches into treatment methods for ambulatory patients with CP. It emphasizes the significant implications of such an approach and sets the stage for future multicenter trials that consider a range of functional levels.