Objective: To determine role of Exer-gaming in improving motor performance and functional independence of upper limb in Spastic Cerebral Palsy (SCP) children.
Methods: A quasi experimental study was conducted in 58 patients, selected with convenience sampling according to set eligibility criteria. This was done in kanan physiotherapy spine and rehabilitation center. There were two groups. In experimental group Baseline treatment was given for 20 minutes then different games were incorporated like Wii tennis ball (10 minutes) Rest interval (5 minutes) and then in Dozo Quest (10 minutes). The control group was given conventional methods of treatment. The hallmark of conventional treatment will be stretching, strengthening, superficial transcutaneous nerve stimulator and electrical stimulation. This was a single blinded study in which accessor was blinded. Data were collected by independent assessment. The data was evaluated by IBM statistical package of social sciences version 20. The quantitative variables were presented as mean and standard deviation. For checking the normality in the data Kolmograph tests was used. Before/after comparisons was done using parametric methods. For within group Paired t test and between groups comparison independent t test was used.
Results: The results showed that experimental group showed more reduction in spasticity according to Modified Ashworth Scale (MAS) with p-value=0.00 than control group. The Gross Motor Function Measure (GMFM) showed better results in both groups with p-value=0.00. Conclusion: The study concluded that virtual reality exercises can affect the upper limb muscle tone and physical status of children with spastic cerebral palsy. The limitation of study was small sample size, Time period was short and there was difficulty in giving proper exercises to some patients.
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