2,760
Views
98
CrossRef citations to date
0
Altmetric
Research Article

The effect of the Nintendo Wii Fit on balance control and gross motor function of children with spastic hemiplegic cerebral palsy

, , &
Pages 27-37 | Received 30 May 2012, Accepted 10 Jul 2012, Published online: 03 Oct 2012

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (16)

Fábio Pereira, Mónica S. Cameirão & Sergi Bermúdez i Badia. (2023) The impact of exergames on the functional balance of a teenager with cerebral palsy – a case report. Disability and Rehabilitation: Assistive Technology 18:7, pages 1074-1083.
Read now
Pieter Meyns, Ian Blanckaert, Chloé Bras, Nina Jacobs, Jaap Harlaar, Laura van de Pol, Frank Plasschaert, Hilde Van Waelvelde & Annemieke I. Buizer. (2022) Exergaming improves balance in children with spastic cerebral palsy with low balance performance: results from a multicenter controlled trial. Disability and Rehabilitation 44:20, pages 5990-5999.
Read now
Nadieh Warnier, Suzanne Lambregts & Ingrid Van De Port. (2020) Effect of Virtual Reality Therapy on Balance and Walking in Children with Cerebral Palsy: A Systematic Review. Developmental Neurorehabilitation 23:8, pages 502-518.
Read now
Laura W.M.E. Beckers, Rosalinde A. Stal, Rob J.E.M Smeets, Patrick Onghena & Caroline H.G. Bastiaenen. (2020) Single-case Design Studies in Children with Cerebral Palsy: A Scoping Review. Developmental Neurorehabilitation 23:2, pages 73-105.
Read now
Shamekh Mohamed El-Shamy$suffix/text()$suffix/text() & Mohamed Fawzy El-Banna$suffix/text()$suffix/text(). (2020) Effect of Wii training on hand function in children with hemiplegic cerebral palsy. Physiotherapy Theory and Practice 36:1, pages 38-44.
Read now
Richard Mills, Danielle Levac & Heidi Sveistrup. (2019) The Effects of a 5-Day Virtual-Reality Based Exercise Program on Kinematics and Postural Muscle Activity in Youth with Cerebral Palsy. Physical & Occupational Therapy In Pediatrics 39:4, pages 388-403.
Read now
Georgina Clutterbuck, Megan Auld & Leanne Johnston. (2019) Active exercise interventions improve gross motor function of ambulant/semi-ambulant children with cerebral palsy: a systematic review. Disability and Rehabilitation 41:10, pages 1131-1151.
Read now
Annie Chappell, Noula Gibson, Susan Morris, Gavin Williams & Garry T Allison. (2019) Running in people with cerebral palsy: A systematic review. Physiotherapy Theory and Practice 35:1, pages 15-30.
Read now
Amy F. Bailes, Cailee Caldwell, Mike Clay, Melissa Tremper, Kari Dunning & Jason Long. (2017) An exploratory study of gait and functional outcomes after neuroprosthesis use in children with hemiplegic cerebral palsy. Disability and Rehabilitation 39:22, pages 2277-2285.
Read now
Jane Elizabeth Sajan, Judy Ann John, Pearlin Grace, Sneha Sara Sabu & George Tharion. (2017) Wii-based interactive video games as a supplement to conventional therapy for rehabilitation of children with cerebral palsy: A pilot, randomized controlled trial. Developmental Neurorehabilitation 20:6, pages 361-367.
Read now
Bruno Bonnechère, Lubos Omelina, Bart Jansen & Serge Van Sint Jan. (2017) Balance improvement after physical therapy training using specially developed serious games for cerebral palsy children: preliminary results. Disability and Rehabilitation 39:4, pages 403-406.
Read now
Renée J. F. van den Heuvel, Monique A. S. Lexis, Gert Jan Gelderblom, Rianne M. L. Jansens & Luc P. de Witte. (2016) Robots and ICT to support play in children with severe physical disabilities: a systematic review. Disability and Rehabilitation: Assistive Technology 11:2, pages 103-116.
Read now
Yocheved Laufer, Gali Dar & Einat Kodesh. (2014) Does a Wii-based exercise program enhance balance control of independently functioning older adults? A systematic review. Clinical Interventions in Aging 9, pages 1803-1813.
Read now
Maria Esposito, Maria Ruberto, Francesca Gimigliano, Rosa Marotta, Beatrice Gallai, Lucia Parisi, Serena Marianna Lavano, Michele Roccella & Marco Carotenuto. (2013) Effectiveness and safety of Nintendo Wii Fit Plus™ training in children with migraine without aura: a preliminary study. Neuropsychiatric Disease and Treatment 9, pages 1803-1810.
Read now
Danielle E. Levac & Patricia A. Miller. (2013) Integrating virtual reality video games into practice: Clinicians' experiences. Physiotherapy Theory and Practice 29:7, pages 504-512.
Read now

Articles from other publishers (82)

Valeska Gatica-Rojas, Ricardo Cartes-Velásquez, Alex Soto-Poblete & Luis Eduardo Cofré Lizama. (2023) Postural control telerehabilitation with a low-cost virtual reality protocol for children with cerebral palsy: Protocol for a clinical trial. PLOS ONE 18:8, pages e0268163.
Crossref
Kayley Crebbin, Tiffany GrisbrookCatherine ElliottAshleigh Thornton. (2023) The Use of Serious Gaming to Improve Sensorimotor Function and Motivation in People with Cerebral Palsy: A Systematic Review. Games for Health Journal 12:3, pages 169-197.
Crossref
Öznur FİDAN & Arzu GENÇ. (2023) EFFECT OF VIRTUAL REALITY TRAINING ON BALANCE AND FUNCTIONALITY IN CHILDREN WITH CEREBRAL PALSY: A RANDOMIZED CONTROLLED TRIALSEREBRAL PALSİLİ ÇOCUKLARDA SANAL GERÇEKLİK EĞİTİMİNİN DENGE VE FONKSİYONELLİK ÜZERİNE ETKİSİ: RANDOMİZE KONTROLLÜ ÇALIŞMA. Türk Fizyoterapi ve Rehabilitasyon Dergisi 34:1, pages 64-72.
Crossref
Maria Eliza R. Aguila, Cherica A. Tee, Josiah Cyrus R. Boque, Isabel Teresa O. Salido, Maria Evelyn V. Jacinto, Michael L. Tee, Veeda Michelle M. Anlacan, Roland Dominic G. Jamora & Jaime D. L. Caro. 2023. Novel & Intelligent Digital Systems: Proceedings of the 2nd International Conference (NiDS 2022). Novel & Intelligent Digital Systems: Proceedings of the 2nd International Conference (NiDS 2022) 170 180 .
Mehmet ÖZKAYA & Sami ŞAHİN. (2022) Özel Gereksinimli Bireylerin Eğitiminde Hareket Tabanlı Teknolojilerin Kullanımı: Sistematik Alanyazın Taraması ve Bibliyometrik AnalizUse of Gesture-Based Technologies in the Education of Individuals with Special Needs: Systematic Literature Review and Bibliometric Analysis. Aksaray Üniversitesi Sosyal Bilimler Enstitüsü Dergisi 6:2, pages 245-265.
Crossref
Cong Liu, Xing Wang, Rao Chen & Jie Zhang. (2022) The Effects of Virtual Reality Training on Balance, Gross Motor Function, and Daily Living Ability in Children With Cerebral Palsy: Systematic Review and Meta-analysis. JMIR Serious Games 10:4, pages e38972.
Crossref
Wardah Hussain Malick, Rizwana Butt, Waqar Ahmed Awan, Muhammad Ashfaq & Qamar Mahmood. (2022) Effects of Augmented Reality Interventions on the Function of Upper Extremity and Balance in Children With Spastic Hemiplegic Cerebral Palsy: A Randomized Clinical Trial. Frontiers in Neurology 13.
Crossref
Phoebe O. Morris, Edward Hope & John P. Mills. (2022) The non-fitness-related benefits of exergames for young individuals diagnosed with autism spectrum disorder: A systematic review. Research in Autism Spectrum Disorders 94, pages 101953.
Crossref
Hussein Ziab, Rami Mazbouh, Soha Saleh, Saeed Talebian, Ahmad Rifai Sarraj & Mohammad Reza Hadian. (2022) Efficacy of Virtual Reality-Based Rehabilitation Interventions to Improve Balance Function in Patients with Cerebral Palsy: A Systematic Review and Meta-analysis of RCTs. Archives of Neuroscience 9:2.
Crossref
Seong Gil Kim & Do Hyun Kim. (2022) Reliability, minimum detectable change, and minimum clinically important difference of the balance subtest of the Bruininks-Oseretsky test of motor proficiency-second edition in children with cerebral palsy. Journal of Pediatric Rehabilitation Medicine 15:1, pages 175-180.
Crossref
Anne-Laure Guinet, Guillaume Bouyer, Samir Otmane & Eric Desailly. (2022) Visual Feedback in Augmented Reality to Walk at Predefined Speed Cross-Sectional Study Including Children With Cerebral Palsy. IEEE Transactions on Neural Systems and Rehabilitation Engineering 30, pages 2322-2331.
Crossref
Desirée Montoro‐Cárdenas, Irene Cortés‐Pérez, Noelia Zagalaz‐Anula, María C Osuna‐Pérez, Esteban Obrero‐Gaitán & Rafael Lomas‐Vega. (2021) Nintendo Wii Balance Board therapy for postural control in children with cerebral palsy: a systematic review and meta‐analysis. Developmental Medicine & Child Neurology 63:11, pages 1262-1275.
Crossref
Elisa Valenzuela, Renata Rosa, Carlos Monteiro, Leslie Keniston, Kênnea Ayupe, Jaqueline Frônio & Paula Chagas. (2021) Intensive Training with Virtual Reality on Mobility in Adolescents with Cerebral Palsy—Single Subject Design. International Journal of Environmental Research and Public Health 18:19, pages 10455.
Crossref
Tamara del Corral, Jorge Vivas-Mateos, María Castillo-Pelaz, Sandra Aguilar-Zafra & Ibai López-de-Uralde-Villanueva. (2021) Development of stratified normative data and reference equations for the timed up and down stairs test for healthy children 6–14 years of age. Physiotherapy 112, pages 31-40.
Crossref
Debbie Espy, Ann Reinthal & Vanina Dal Bello-Haas. (2021) A Clinical Decision-Making Framework for the Use of Video Gaming as a Therapeutic Modality. Frontiers in Neurology 12.
Crossref
Minxin Cheng, Michael Anderson & Danielle E. Levac. (2021) Performance Variability During Motor Learning of a New Balance Task in a Non-immersive Virtual Environment in Children With Hemiplegic Cerebral Palsy and Typically Developing Peers. Frontiers in Neurology 12.
Crossref
Renato Sobral Monteiro-Junior, Ana Carolina de Mello Alves Rodrigues, Laís Francielle Francisca Felício, Luiz Felipe da Silva Figueiredo & Túlio Brandão Xavier-Rocha. 2021. Assessments, Treatments and Modeling in Aging and Neurological Disease. Assessments, Treatments and Modeling in Aging and Neurological Disease 415 424 .
Sophie DecaveleEls OrtibusAnja Van CampenhoutGuy MolenaersBart JansenLubos OmelinaInge Franki. (2020) The Effect of a Rehabilitation-Specific Gaming Software Platform to Achieve Individual Physiotherapy Goals in Children with Severe Spastic Cerebral Palsy: A Randomized Crossover Trial. Games for Health Journal 9:5, pages 376-385.
Crossref
Alexander MacIntosh, Eric Desailly, Nicolas Vignais, Vincent Vigneron & Elaine Biddiss. (2020) A biofeedback-enhanced therapeutic exercise video game intervention for young people with cerebral palsy: A randomized single-case experimental design feasibility study. PLOS ONE 15:6, pages e0234767.
Crossref
Mohammad I. Daoud, Abdullah Alhusseini, Mostafa Z. Ali & Rami Alazrai. (2020) A Game-Based Rehabilitation System for Upper-Limb Cerebral Palsy: A Feasibility Study. Sensors 20:8, pages 2416.
Crossref
Jonathan Leo Ng, Chris Button, Dave CollinsSusan Giblin & Gavin Kennedy. (2020) Assessing the Internal Reliability and Construct Validity of the General Movement Competence Assessment for Children. Journal of Motor Learning and Development 8:1, pages 87-106.
Crossref
Torey Gilbertson, Lin-Ya Hsu, Sarah Westcott McCoy & Margaret E. O’Neil. 2020. Cerebral Palsy. Cerebral Palsy 2917 2945 .
Tamis W. Pin. (2019) Effectiveness of interactive computer play on balance and postural control for children with cerebral palsy: A systematic review. Gait & Posture 73, pages 126-139.
Crossref
Bahar Aras, Gulce Kallem Seyyar, Duygu Kayan & Ozgen Aras. (2018) Reliability and Validity of the Turkish Version of the Early Clinical Assessment of Balance (ECAB) for Young Children with Cerebral Palsy. Journal of Developmental and Physical Disabilities 31:3, pages 347-357.
Crossref
Tamis W Pin & Penelope B Butler. (2019) The effect of interactive computer play on balance and functional abilities in children with moderate cerebral palsy: a pilot randomized study. Clinical Rehabilitation 33:4, pages 704-710.
Crossref
Grzegorz JurasAnna BrachmanJustyna MichalskaAnna KamieniarzMichał PawłowskiAnna HadamusDariusz BiałoszewskiJanusz BłaszczykKajetan J. Słomka. (2019) Standards of Virtual Reality Application in Balance Training Programs in Clinical Practice: A Systematic Review. Games for Health Journal 8:2, pages 101-111.
Crossref
Darren R. Hocking, Hassan Farhat, Rebeca Gavrila, Karen Caeyenberghs & Nora Shields. (2019) Do Active Video Games Improve Motor Function in People With Developmental Disabilities? A Meta-analysis of Randomized Controlled Trials. Archives of Physical Medicine and Rehabilitation 100:4, pages 769-781.
Crossref
Orkun Tahir ARAN, Sedef ŞAHİN, Barkın KÖSE & Meral HURİ. (2019) Hemi-paretik Serebral Palsili Çocuklarda Sanal Gerçeklik Uygulamasının Kaba Motor Becerileri Üzerine EtkisiEffects of Virtual Reality Interventions on Gross Motor Function in Hemi-paretic Cerebral Palsy. Hacettepe Üniversitesi Sağlık Bilimleri Fakültesi Dergisi 5:3, pages 77-87.
Crossref
Torey Gilbertson, Lin-Ya Hsu, Sarah Westcott McCoy & Margaret E. O’Neil. 2019. Cerebral Palsy. Cerebral Palsy 1 29 .
P. Meyns, C. Bras, J. Harlaar, L. van de Pol, F. Barkhof & A. Buizer. (2018) O 051 – Does video game-based balance-training improve gait stability in children with cerebral palsy?. Gait & Posture 65, pages 105-106.
Crossref
Pınar KAYA & Öznur TUNCA YILMAZ. (2018) Serebral Palsi’de İnteraktif Video Oyunlarının Denge ve Performans Üzerine Akut EtkisiAcute Impact on Balance and Performance of Interactive Video Games in Cerebral Palsy. Ergoterapi ve Rehabilitasyon Dergisi 6:2, pages 95-104.
Crossref
Sun-Hye Jung, Sun-Hae Song, Sang-Duck Kim, Kyeongbong Lee & Gyu-Chang Lee. (2018) Does virtual reality training using the Xbox Kinect have a positive effect on physical functioning in children with spastic cerebral palsy? A case series. Journal of Pediatric Rehabilitation Medicine 11:2, pages 95-101.
Crossref
Sandra Jurdi, Jorge Montaner, Fernando Garcia-Sanjuan, Javier Jaen & Vicente Nacher. (2018) A systematic review of game technologies for pediatric patients. Computers in Biology and Medicine 97, pages 89-112.
Crossref
Desiderio Cano PorrasPetra SiemonsmaRivka InzelbergGabriel ZeiligMeir Plotnik. (2018) Advantages of virtual reality in the rehabilitation of balance and gait. Neurology 90:22, pages 1017-1025.
Crossref
Bruno BonnechèreBruno Bonnechère. 2018. Serious Games in Physical Rehabilitation. Serious Games in Physical Rehabilitation 41 109 .
Zoey E. Page, Stephanie Barrington, Jacqueline Edwards & Lisa M. Barnett. (2017) Do active video games benefit the motor skill development of non-typically developing children and adolescents: A systematic review. Journal of Science and Medicine in Sport 20:12, pages 1087-1100.
Crossref
Julien Tripette, Haruka Murakami, Katie Rose Ryan, Yuji Ohta & Motohiko Miyachi. (2017) The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis . PeerJ 5, pages e3600.
Crossref
Robbin Hickman, Lisa Popescu, Robert Manzanares, Brendan Morris, Szu-Ping Lee & Janet S Dufek. (2017) Use of active video gaming in children with neuromotor dysfunction: a systematic review. Developmental Medicine & Child Neurology 59:9, pages 903-911.
Crossref
D.K. Ravi, N. Kumar & P. Singhi. (2017) Effectiveness of virtual reality rehabilitation for children and adolescents with cerebral palsy: an updated evidence-based systematic review. Physiotherapy 103:3, pages 245-258.
Crossref
Pieter Meyns, Jaap Harlaar, Laura van de Pol, Frederik Barkhof & Annemieke Buizer. (2017) Can Virtual Reality games improve scores on clinical balance scales in children with cerebral palsy: preliminary results of a randomized controlled clinical trial. Gait & Posture 57, pages 234-235.
Crossref
Tien-Ni Wang, Kai-Jie Liang, Yi-Chia Liu, Jeng-Yi Shieh & Hao-Ling Chen. (2017) Psychometric and Clinimetric Properties of the Melbourne Assessment 2 in Children With Cerebral Palsy. Archives of Physical Medicine and Rehabilitation 98:9, pages 1836-1841.
Crossref
Judith E. Deutsch & Sarah Westcott McCoy. (2017) Virtual Reality and Serious Games in Neurorehabilitation of Children and Adults: Prevention, Plasticity, and Participation. Pediatric Physical Therapy 29, pages S23-S36.
Crossref
Valeska Gatica-Rojas, Ricardo Cartes-Velásquez, Eduardo Guzmán-Muñoz, Guillermo Méndez-Rebolledo, Alex Soto-Poblete, Ana Carolina Pacheco-Espinoza, Carlos Amigo-Mendoza, M. Eliana Albornoz-Verdugo & Edith Elgueta-Cancino. (2017) Effectiveness of a Nintendo Wii balance board exercise programme on standing balance of children with cerebral palsy: A randomised clinical trial protocol. Contemporary Clinical Trials Communications 6, pages 17-21.
Crossref
Emmanuel Bonney, Lemke Dorothee Jelsma, Gillian D. Ferguson & Bouwien C. M. Smits-Engelsman. (2017) Learning better by repetition or variation? Is transfer at odds with task specific training?. PLOS ONE 12:3, pages e0174214.
Crossref
Jacqueline Edwards, Sarah Jeffrey, Tamara May, Nicole J. Rinehart & Lisa M. Barnett. (2017) Does playing a sports active video game improve object control skills of children with autism spectrum disorder?. Journal of Sport and Health Science 6:1, pages 17-24.
Crossref
William Farr, Dido Green, Ian Male, Christopher Morris, Sarah Bailey, Heather Gage, Sandra Speller, Val Colville, Mandy Jackson, Stephen Bremner & Anjum Memon. (2017) Therapeutic potential and ownership of commercially available consoles in children with cerebral palsy. British Journal of Occupational Therapy 80:2, pages 108-116.
Crossref
Mohammad I. Daoud, Rami Alazrai, Abdullah Alhusseini, Dima Shihan, Ekhlass Alhwayan, Dhiah el Diehn I. Abou-Tair & Talal Qadoummi. 2017. ICTs for Improving Patients Rehabilitation Research Techniques. ICTs for Improving Patients Rehabilitation Research Techniques 126 140 .
Hyojeong Lee & Jieun Go. (2016) Effects of Virtual Reality Based Exercise Program on Gross Motor Function and Balance of Children with Spastic Cerebral Palsy. Journal of The Korean Society of Integrative Medicine 4:4, pages 53-65.
Crossref
Bruno Bonnechère, Bart Jansen, Lubos Omelina & Serge Van Sint Jan. (2016) The use of commercial video games in rehabilitation: a systematic review. International Journal of Rehabilitation Research 39:4, pages 277-290.
Crossref
M.P. Yagüe Sebastián, M.M. Yagüe Sebastián, A. Lekuona Amiano & M.C. Sanz Rubio. (2016) Los videojuegos en el tratamiento fisioterápico de la parálisis cerebral. Fisioterapia 38:6, pages 295-302.
Crossref
Devrim Tarakci, Burcu Ersoz Huseyinsinoglu, Ela Tarakci & Arzu Razak Ozdincler. (2016) Effects of Nintendo Wii‐Fit ® video games on balance in children with mild cerebral palsy . Pediatrics International 58:10, pages 1042-1050.
Crossref
Songül Atasavun UysalGül Baltaci. (2016) Effects of Nintendo Wii ™ Training on Occupational Performance, Balance, and Daily Living Activities in Children with Spastic Hemiplegic Cerebral Palsy: A Single-Blind and Randomized Trial . Games for Health Journal 5:5, pages 311-317.
Crossref
L.D. Jelsma, B.C.M. Smits-Engelsman, W.P. Krijnen & R.H. Geuze. (2016) Changes in dynamic balance control over time in children with and without Developmental Coordination Disorder. Human Movement Science 49, pages 148-159.
Crossref
Bruno BonnechèreBart JansenLubos OmelinaVictor SholukhaSerge Van Sint Jan. (2016) Validation of the Balance Board for Clinical Evaluation of Balance During Serious Gaming Rehabilitation Exercises. Telemedicine and e-Health 22:9, pages 709-717.
Crossref
Chang-Kyo Yun & Ji-Na Yoo. (2016) The Effects of Visual Biofeedback Balance Training on Functional Ability in Children with Cerebral Palsy : A Pilot Study. Journal of The Korean Society of Physical Medicine 11:3, pages 133-139.
Crossref
N. Gómez-Regueira & S. Viñas-Diz. (2016) Mejora del control postural y equilibrio en la parálisis cerebral infantil: revisión sistemática. Fisioterapia 38:4, pages 196-214.
Crossref
Peter Wilson, Dido Green, Karen Caeyenberghs, Bert Steenbergen & Jonathan Duckworth. (2016) Integrating New Technologies into the Treatment of CP and DCD. Current Developmental Disorders Reports 3:2, pages 138-151.
Crossref
Abbas Abdolrahmani. (2016) Home-based interventions for children with cerebral palsy. International Journal of Therapy and Rehabilitation 23:5, pages 206-206.
Crossref
E. K. Howie, A. C. Campbell & L. M. Straker. (2016) An active video game intervention does not improve physical activity and sedentary time of children at-risk for developmental coordination disorder: a crossover randomized trial. Child: Care, Health and Development 42:2, pages 253-260.
Crossref
Valeska Gatica-Rojas, Ricardo Cartes-Velásquez, Guillermo Méndez-Rebolledo, Felipe Olave-Godoy & David Villalobos-Rebolledo. (2016) Change in functional balance after an exercise program with Nintendo Wii in Latino patients with cerebral palsy: a case series. Journal of Physical Therapy Science 28:8, pages 2414-2417.
Crossref
Bouwien C. M. Smits-Engelsman, Lemke Dorothee Jelsma, Gillian D. Ferguson & Reint H. Geuze. (2015) Motor Learning: An Analysis of 100 Trials of a Ski Slalom Game in Children with and without Developmental Coordination Disorder. PLOS ONE 10:10, pages e0140470.
Crossref
Tulio H. Costa & Frederico M. Bublitz. (2015) Framework for developing applications for monitoring of people during a video game therapy. Framework for developing applications for monitoring of people during a video game therapy.
Tulio H. Costa, Nayron M. Soares, Wasington A. Reis & Frederico M. Bublitz. (2015) A systematic review on the usage of games for healthcare. A systematic review on the usage of games for healthcare.
L. Straker, E. Howie, A. Smith, L. Jensen, J. Piek & A. Campbell. (2015) A crossover randomised and controlled trial of the impact of active video games on motor coordination and perceptions of physical ability in children at risk of Developmental Coordination Disorder. Human Movement Science 42, pages 146-160.
Crossref
Rosalee Dewar, Sarah Love & Leanne Marie Johnston. (2015) Exercise interventions improve postural control in children with cerebral palsy: a systematic review. Developmental Medicine & Child Neurology 57:6, pages 504-520.
Crossref
Yon-ju Sim, You-jin Yang & Chung-hwi Yi. (2015) Immediate Effect of Fabric Ankle Foot Orthosis on Balance in Children With Unilateral Cerebral Palsy. Physical Therapy Korea 22:2, pages 52-58.
Crossref
Nikolaos Vernadakis, Marina Papastergiou, Eleni Zetou & Panagiotis Antoniou. (2015) The impact of an exergame-based intervention on children's fundamental motor skills. Computers & Education 83, pages 90-102.
Crossref
Leandra GonsalvesAmity CampbellLynn JensenLeon Straker. (2015) Children With Developmental Coordination Disorder Play Active Virtual Reality Games Differently Than Children With Typical Development. Physical Therapy 95:3, pages 360-368.
Crossref
Daniela A Rubin, Kathleen S Wilson, Lenny D Wiersma, Jie W Weiss & Debra J Rose. (2014) Rationale and design of active play @ home: a parent-led physical activity program for children with and without disability. BMC Pediatrics 14:1.
Crossref
Amanda E. StaianoRachel Flynn. (2014) Therapeutic Uses of Active Videogames: A Systematic Review. Games for Health Journal 3:6, pages 351-365.
Crossref
Amy Bufton, Amity Campbell, Erin Howie & Leon Straker. (2014) A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis. Human Movement Science 38, pages 84-93.
Crossref
Patrice L. (Tamar) Weiss, Emanuel Tirosh & Darcy Fehlings. (2014) Role of Virtual Reality for Cerebral Palsy Management. Journal of Child Neurology 29:8, pages 1119-1124.
Crossref
B. Bonnechère, B. Jansen, L. Omelina, M. Degelaen, V. Wermenbol, M. Rooze & S. Van Sint Jan. (2014) Can serious games be incorporated with conventional treatment of children with cerebral palsy? A review. Research in Developmental Disabilities 35:8, pages 1899-1913.
Crossref
Patrice L. Weiss, Rachel Kizony, Uri Feintuch, Debbie Rand & Noomi Katz. 2014. Textbook of Neural Repair and Rehabilitation. Textbook of Neural Repair and Rehabilitation 198 218 .
. 2014. Textbook of Neural Repair and Rehabilitation. Textbook of Neural Repair and Rehabilitation 95 260 .
Shikha Saxena, Bhamini K. Rao & Senthil Kumaran. (2014) Analysis of Postural Stability in Children With Cerebral Palsy and Children With Typical Development. Pediatric Physical Therapy 26:3, pages 325-330.
Crossref
Cheryl M. Glazebrook & F. Virginia Wright. (2014) Measuring Advanced Motor Skills in Children With Cerebral Palsy. Pediatric Physical Therapy 26:2, pages 201-213.
Crossref
Dido Green & Peter Wilson. 2014. Virtual Reality for Physical and Motor Rehabilitation. Virtual Reality for Physical and Motor Rehabilitation 203 216 .
Bruno Bonnechère, Bart Jansen, Lubos Omelina, Vanessa Wermembol, Marcel Rooze & Serge Van Sint Jan. (2013) Les jeux vidéo (bientôt) au service des patients ?. médecine/sciences 29:11, pages 957-960.
Crossref
G.D. Ferguson, D. Jelsma, J. Jelsma & B.C.M. Smits-Engelsman. (2013) The efficacy of two task-orientated interventions for children with Developmental Coordination Disorder: Neuromotor Task Training and Nintendo Wii Fit training. Research in Developmental Disabilities 34:9, pages 2449-2461.
Crossref
Devrim Tarakci, Arzu Razak Ozdincler, Ela Tarakci, Fatih Tutuncuoglu & Meral Ozmen. (2013) Wii-based Balance Therapy to Improve Balance Function of Children with Cerebral Palsy: A Pilot Study. Journal of Physical Therapy Science 25:9, pages 1123-1127.
Crossref
Leanne Chukoskie, Jeanne Townsend & Marissa Westerfield. 2013. Neurobiology of Autism. Neurobiology of Autism 207 249 .

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.