Research has demonstrated the benefits of video games in the treatment of neck and posture control in children with motor impairment.

The observational study Ramon Molinas Foundation Chair for Innovation in Applied Health Technologies (CINTAS-RMF) has been completed. Sponsored by the RMF, launched at the Niño Jesús University Children’s Hospital and completed in the La Salle Centre for Higher University Studies, the study concluded that the therapeutic use of video games is an effective tool to encourage children with cerebral palsy to participate in and adhere to treatment, both in familial and social environments. Researchers found that introducing new games on a regular basis kept children’s motivation high and allowed for the introduction of new technologies as therapeutic tools.

The principal objective of the study, a collaboration with the project Living with Spasticity, was to ascertain if there was any improvement in the children’s cervical motor control after completing a series of exercises packaged in fun, engaging videogames. The research, carried out in the family homes of the children, found a number of advantages to including videogames as part of a treatment plan. Games encourage children to repeat exercises multiple times and to use visual, aural and touch stimuli to improve sensitivity. The low cost of commercial games consoles and the additional motivational boost also point to the efficacy of incorporating videogames into treatment to improve motor skills.

Doctor Sergio Lerma, lead researcher of the study and head of the Faculty of Health Sciences at the CSEU La Salle, stated that “this type of therapy demonstrates positive results when it comes to improving balance, motor control and range of movement in the cervical area.” The fact that children are able to play at home enables families to have a closer relationship with their children. However, as Lerma pointed out, “Although video games can be played at home without medical supervision, professionals should continue to monitor the child to make sure that they are achieving the objectives of the therapy.” Lerma has warned that, “Video games should never be a substitute for conventional therapy, but treatment plans could certainly benefit from motivational effect of video games, taking into account, of course, age as a factor to determine whether the child is able to stick to the treatment.”

One of the participants in this study is Jimena. She had poor control of her head and torso, but as her mother, Carmen Martínez, explains, “When she started the exercises, she developed better control over her movements, as she discovered that she could sit up by moving forward.” The experience was very satisfying for her because “playing is the best way for children to learn, and they see their physical therapy as a game that is both entertaining and is beneficial too.” It has been several months since the study finished, but “Jimena has not lost the skills that she learned,” explains Carmen, who considered the programme “a great success.” Now she hopes that other video games will be developed that are “also relatively simple to use at home.”

Social activity for children and young people with cerebral palsy is typically low. According to International Classification of Functioning, Disability and Health (Clasificación Internacional del Funcionamiento – CIF), “Participation in social activities is essential, and is developed through moving, playing, and social interaction.” For this reason, Claudia Tecglen, President of Living with Spasticity, has highlighted that “play is key for the happiness and development of children.” One of the objectives of the research was for children worst affected to improve control of their head and torso with the use of videogames, “not just to develop their motor control skills, but also increase their participation in social activities,” she explained.

Using new technology and videogames has been scientifically proven to have a positive effect on patient adherence. For this reason, Living with Spasticity and the Ramon Molinas Foundation both work on highlighting the need to make parents aware of the use of videogames as a therapeutic tool. “New technologies are a large part of our lives. In just a short time we have been able to make significant changes that have affected many aspects of our day-to-day activities,” reflected Xavier Cortés, Director of the Ramon Molinas Foundation. Cortés, appreciative of the work carried out by Doctor Sergio Lerma’s team, highlights the importance of “developing, adopting and employing new technologies with the aim of fostering personal autonomy and improving the quality of life of children with cerebral palsy.”

Cerebral palsy is one of the most common causes of child disability, with between 1.5-2.5 cases per 1,000 children born in Europe. In Spain there are 81,400 people with cerebral palsy.

 

More information in Training and research.

 

Links of interest:

La Salle Centre for Higher University Studies website.

Niño Jesús University Children’s Hospital website.

Living with Spasticity website.