Video game-based exercises for balance rehabilitation: a single-subject design

Arch Phys Med Rehabil. 2006 Aug;87(8):1141-9. doi: 10.1016/j.apmr.2006.04.010.

Abstract

Objectives: To investigate whether coupling foot center of pressure (COP)-controlled video games to standing balance exercises will improve dynamic balance control and to determine whether the motivational and challenging aspects of the video games would increase a subject's desire to perform the exercises and complete the rehabilitation process.

Design: Case study, pre- and postexercise.

Setting: University hospital outpatient clinic.

Participants: A young adult with excised cerebellar tumor, 1 middle-aged adult with single right cerebrovascular accident, and 1 middle-aged adult with traumatic brain injury.

Intervention: A COP-controlled, video game-based exercise system.

Main outcome measures: The following were calculated during 12 different tasks: the number of falls, range of COP excursion, and COP path length.

Results: Postexercise, subjects exhibited a lower fall count, decreased COP excursion limits for some tasks, increased practice volume, and increased attention span during training.

Conclusions: The COP-controlled video game-based exercise regime motivated subjects to increase their practice volume and attention span during training. This in turn improved subjects' dynamic balance control.

Publication types

  • Case Reports

MeSH terms

  • Adult
  • Biofeedback, Psychology
  • Brain Injuries / rehabilitation
  • Cerebellar Neoplasms / rehabilitation
  • Equipment Design
  • Humans
  • Middle Aged
  • Postural Balance / physiology*
  • Stroke Rehabilitation
  • Video Games*