Developmental Neurorehabilitation, 2012, 1–15, Early Online
Wii-habilitation as balance therapy for children with acquired
brain injury
SANDY K. TATLA1, ANNA RADOMSKI2, JESSICA CHEUNG2, MELISSA MARON2,
& TAL JARUS2
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
1
Acute Rehabilitation Team, Sunny Hill Health Centre for Children, 3644 Slocan Avenue, Vancouver, BC V5M 3E8,
Canada and 2Department of Occupational Science and Occupational Therapy, University of British Columbia,
Vancouver, Canada
(Received 12 October 2012; accepted 12 October 2012)
Abstract
Purpose: To evaluate the effectiveness of the Nintendo Wii compared to traditional balance therapy in improving balance,
motivation, and functional ability in children undergoing acute rehabilitation after brain injury.
Methods: A non-concurrent, randomized multiple baseline single-subject research design was used with three participants.
Data were analyzed by visual inspection of trend lines.
Results: Daily Wii balance training was equally motivating to traditional balance therapy for two participants and more
motivating for one participant. While improvements in dynamic balance were observed, the results for static balance remain
inconclusive. All participants demonstrated improvements in functional ability.
Conclusion: Wii balance therapy is a safe, feasible, and motivating intervention for children undergoing acute rehabilitation
after an acquired brain injury. Further research to examine the effectiveness of Wii balance therapy in this population is
warranted.
Keywords: Nintendo Wii, balance, brain injury, virtual reality, rehabilitation
Introduction
Acquired brain injury (ABI) is a leading cause of
death and disability in children [1, 2]. With an
estimated incidence of 1–300 per 100 000 children
[2], this group remains the largest seen in pediatric
inpatient settings [3]. After a severe brain injury,
children can experience persistent and debilitating
deficits impacting their physical, cognitive, and
psycho-emotional functioning [4].
Children with ABI present with decreased balance
performance when compared to age-matched controls, which can significantly impact their daily
activities and participation [5]. Consequently, activities of daily living (ADLs), leisure pursuits, and
physical activities such as walking, dancing, and
playing team sports are affected in individuals with
mild, moderate or severe brain injuries [4–9].
Therefore, balance is an area commonly targeted
by rehabilitation professionals in ABI rehabilitation
[5]. Motivation and attention are considered critical modulators of neuroplasticity, which is often
experience dependent [10]. To harness plasticity
and promote recovery, clinicians are left with the
challenge of designing innovative and effective
interventions [11]. Facilitating intensive practice in
a client-centered manner requires a consideration of
children’s preferences when designing rehabilitation
interventions [12, 13]. Ultimately, clinicians must
incorporate interventions that are motivating and
salient for the child because lack of motivation can
limit children from realizing their full functional
potential [14].
Virtual reality (VR) has recently emerged as a
promising intervention for rehabilitation in both
children and adults with a diverse range of physical
and cognitive impairments [15, 16]. VR presents
artificially generated sensory information and is
interactive, in that the user senses a virtually created
environment, primarily through visual experiences
and can kinesthetically control events on a monitor
through manipulation of a device (e.g., the Nintendo
Wii-mote) or motion detection through video
Correspondence: S.K. Tatla, Acute Rehabilitation Team, Sunny Hill Health Centre for Children, 3644 Slocan Avenue, Vancouver, BC V5M 3E8, Canada.
Tel: 604-453-8300. Fax: 604-453-8309. E-mail: statla2@cw.bc.ca
ISSN 1751–8423 print/ISSN 1751–8431 online/12/000001–15 ! 2012 Informa UK Ltd.
DOI: 10.3109/17518423.2012.740508
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
2
S. K. Tatla et al.
capture (e.g., as in the GestureTek Interactive
Rehabilitation Exercise System (IREX) or X-Box
Kinect systems) [16].
VR has been described as an engaging rehabilitation intervention for children and youth, motivating
them to repeatedly practice goal-directed tasks
thereby potentially improving motor skill performance [17]. Over the past decade, the use of VR in
populations such as traumatic brain injury (TBI),
stroke, cerebral palsy (CP), Down Syndrome, and
others with sensorimotor impairments has been
investigated, demonstrating promising results
[15, 17–20]. In the pediatric TBI population,
enriched virtual environments have been shown to
promote neural plasticity and improve functional
outcomes [11]. In their systematic review, Snider
and colleagues [21] reported positive outcomes from
VR use in children with CP, including brain reorganization, motor capacity, visual–perceptual skills,
social participation, and personal factors; however,
these findings are limited by the poor methodological quality of studies. Overall, there was conflicting
evidence for the effectiveness of VR interventions
in improving outcomes at the International
Classification of Functioning, Disability and Health
(ICF) levels of body structures and functions in
children with CP [21].
While research examining VR use for balance
rehabilitation in children is also limited [16, 17, 21],
two quasi-experimental studies in children with
Down Syndrome have shown that Wii-Fit games
were more effective in improving balance than traditional physiotherapy exercises [22] and occupational
therapy [18]. In addition, outcomes of VR interventions were found to be equally successful when
employed with adults within six months of a stroke
compared to six months post-stroke [15]. These
findings suggest that VR interventions incorporated
in the acute rehabilitation phase for children with ABI
may also offer positive results. In particular, the WiiFit and balance games can potentially be utilized as an
innovative intervention with this population.
Although VR-related research has been growing
over the past decade, the literature has primarily
focused on the investigation of highly specialized
systems, such as the GestureTek IREX, designed
specifically for rehabilitation [15]. Specialized systems offer benefits such as enhanced accessibility
options promoting use among individuals with a
range of abilities, the ability to track, and manipulate
game variables, and isolate or target specific movements [17]. However, such systems can be costly and
are less readily available to clinicians. With the availability and popularity of commercially available VR
systems, such as the Nintendo Wii and X-Box Kinect,
there is a need for research to further examine the role
of these systems in neurological rehabilitation [15].
To date, no studies have evaluated the effectiveness of the Wii in children during acute rehabilitation following an ABI. The ICF provides a useful
framework
to
categorize
outcomes
[23].
Accordingly, the aim of this study was to determine
whether playing Wii balance games on a daily basis
would improve outcomes measured at the ICF levels
of body function (static balance), activity and participation (dynamic balance and functional abilities
in self-care and mobility), and personal factors
(motivation to participate in rehabilitation). We
hypothesized that a daily 30-minute Wii balance
intervention would result in improvements in: (1)
balance as measured by the Timed Up and Go
(TUG) test, the Modified Functional Reach Test
(MFRT) and the Wii-Fit Balance Board; (2) motivation to participate in rehabilitation as measured by
the Pediatric Motivation Scale (PMS); and (3)
functional abilities as measured by the Pediatric
Evaluation of Disability Index (PEDI).
Methods
Study design
A non-concurrent, randomized multiple baseline
across subjects’ single-subject research design
(SSRD) was used for this study [24]. SSRDs are
particularly appropriate designs for research applied
to clinical settings because the low prevalence of the
targeted population can be difficult to study with
traditional group designs in which large samples are
required to achieve statistical power [25]. In addition, SSRDs can be used to monitor, guide, and
evaluate clinical practice at the individual level to
produce preliminary evidence at the exploratory
phase of intervention research [26]. Replication
across at least three subjects and randomization are
recommended to strengthen the findings of an
SSRD. For a phase to qualify as an attempt to
demonstrate an effect, the phase must have a
minimum of three data points [24].
To control for the effects of history and maturation, a multiple baseline design was used with three
different baseline lengths [24]. Each participant
underwent (A) a baseline and (B) an intervention
phase. Blinded assessment for primary outcomes was
used, with a minimum of five data points collected
for each phase of this study.
Participants
Ethical approval for this study was obtained through
the local university and children’s hospital clinical
research ethics boards. To meet the inclusion criteria, participants had to: (1) be current inpatients of
3
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
Balance therapy for children with acquired brain injury
the Acute Rehabilitation Program at the regional
center; (2) be aged 5–18 years old; (3) be at a level
I–II or VII–VIII on the Pediatric Rancho Los
Amigos level of consciousness scale if less than 13
years old or older than 13 years old, respectively;
(4) be able to safely stand for a duration of three
minutes with support of a chair, walker, or rail if
needed; and (5) display decreased balance as a result
of an ABI, based on the primary clinician’s verbal
report. Individuals were excluded if they had a
seizure disorder that was not being medically managed, a visual impairment, or a known pre-existing
balance condition.
Researchers aimed to recruit four subjects to
strengthen the study design. During the period of
the study, seven subjects meeting the inclusion
criteria were admitted to the inpatient unit; two
subjects refused participation, and two subjects were
to be discharged from hospital before study completion, therefore were excluded, resulting in three
participants included in this study (Table I). All
participants presented with impaired balance and
required a gait aid for long distances. Participant one
(P1) required a forearm-supported walker when
walking short periods (i.e. 510 minutes) and a
wheelchair when mobilizing beyond 10 minutes.
Participant 2 (P2) and participant three (P3) ambulated with the assistance of a cane.
Outcome measures
Two primary outcomes were examined: (1) changes
in dynamic and static balance; and (2) motivation
levels during traditional and Wii sessions. The
secondary outcome examined was functional ability.
Balance
(i) TUG test – The TUG test was used to assess
dynamic functional balance and is suitable for
populations aged three years or older [27].
During the TUG test, an individual is timed
while they stand up from a chair, walk three
meters, and return to sitting, after which an
average time is calculated. A shorter time to
complete the task indicates better functional
mobility.
The TUG test has been shown to have excellent
inter-rater reliability with an intraclass correlation
coefficient (ICC) of 0.99 and good test–retest
reliability with an ICC of 0.83, indicating that it is
responsive to change when used with children who
have a disability [4]. The TUG test has excellent
criterion validity (r ¼ 0.86–0.92) and adequate construct validity (r ¼ 0.55–0.66) [28].
(ii) MFRT – The MFRT was used to assess
dynamic standing balance. Functional reach
is determined by the maximum distance one
can reach forward beyond arm’s length while
maintaining a fixed base of support in the
standing position [29]. Individuals complete
three reaching tasks, in which the participants’
reach distance is measured to obtain a score
while standing perpendicular, and while standing with their back to a wall, reaching to each
side. Each reaching task is completed
Table I. Participant characteristics.
Participant’s age
(years) and sex
Protocol (days)
Nature of injury
Impairment
Post-injury
days
240
1. 14, Female
BL: 5
Wii: 15
Motor vehicle accident
resulting in traumatic
brain injury (diffuse
axonal injury)
Right hemiparesis
Left upper limb intention tremor
Decreased memory
Decreased balance
Decreased mobility (requiring a walker
for short distances and wheelchair for
long distances)
2. 13, Male
BL: 8
Wii: 12
Non-traumatic brain
injury: intracranial subarachnoid hemorrhage
and atrial ventricular
malformation
Left hemiparesis
Left hemianopia
Decreased cognition
Decreased balance and Decreased
mobility (requiring a gait aid when
ambulating long distances)
97
3. 12, Male
BL: 12
Wii: 8
Non-traumatic brain
injury: hematoma and
atrial ventricular
malformation
Left hemiparesis
Decreased cognition
Decreased balance
Decreased mobility (requiring a gait aid
when ambulating long distances)
94
Note: BL: baseline.
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
4
S. K. Tatla et al.
three times, resulting in a total of nine trials,
and the average of these three trials is calculated. The MFRT has excellent test–retest
reliability with an ICC of 0.95 and excellent
inter-rater reliability with an ICC of 0.98 [29].
The MFRT is strongly correlated with the
TUG test and its test items reflect skills of
forward weight shifting and anticipatory control of balance [30]. Criterion validity for the
MFRT is adequate (r ¼ 0.48–0.56) [31].
(iii) Nintendo Wii balance board – Static balance was
determined by measuring center of pressure
(COP) using the Wii balance board, a pressure
sensitive board that measures the percentage
of pressure contributed by the left and right
sides of the user’s body. Visual feedback is
provided on a monitor, which reflects changes
in COP over the three seconds during which
time the measurement is computed. To determine the participants’ score, the percentages
were converted to a ratio between the two
sides. Ideally, each side of the body will
contribute 50% of the pressure exerted onto
the board; thus, the perfect COP ratio is 50/50
or 1.00.
The Wii balance board has been shown to be a
valid and reliable assessment tool for both test–retest
reliability and concurrent validity with a good to
excellent ICC of 0.66–0.94 [32].
Motivation
PMS – The PMS was created for this study to assess
children’s motivation to participate in their rehabilitation. The scale consists of four questions that
examine both the level of enjoyment and the child’s
feelings of confidence in their rehabilitation using a
visual analog scale consisting of five smiley faces,
ranging from ‘‘did not enjoy at all’’ to ‘‘extremely
enjoyed.’’ The reliability and validity of this instrument has not yet been tested. There is currently no
valid outcome measure for evaluating motivation for
rehabilitation therapy from the perspective of a child.
Functional ability
PEDI – Two subscales of the PEDI were used to
evaluate each participant’s functional abilities [2].
The self-care and mobility domains of the Caregiver
Assistance and Modification Scale described the
participant’s functional capacity in ADLs and transfers as well as locomotion. This assessment provides
an indication of the level of assistance the participant
required in performing their ADLs and mobility, on
a scale ranging from zero (dependent) to five
(completely independent).
The PEDI was standardized for typically developing children aged six months to seven and a halfyears and has also been validated for use in older
children whose physical function is that of a seven
and a half-year old or younger child. This measure is
commonly used with children 1–19 years of age who
have an ABI and are in an inpatient rehabilitation
center [33]. Reliability studies of the PEDI have
determined good inter-observer reliability [34].
Concurrent validity of the PEDI has been established with other pediatric functional measures
such as the WeeFim and Gross Motor Function
Measure [2, 33, 35].
Data collection
Participants were randomly assigned to one of three
protocols, each with varying baseline and intervention periods (Table I) over the four-week study.
Thirty minutes of daily balance rehabilitation was
provided over five consecutive days per week. The
Wii balance training was introduced at different
times, depending on the protocol randomly assigned
to each participant. As each participant was undergoing acute rehabilitation, concurrent therapies were
continued during the study; these included three
one-hour sessions of speech and language therapy
and recreation therapy and two one-hour sessions of
aquatic therapy per week.
Baseline: Traditional balance training
During the baseline phase, the participants did not
have access to the Wii balance board in their
rehabilitation or leisure time. Participants completed
their daily traditional balance rehabilitation program
for 30 minutes per day with their physiotherapist
and/or occupational therapist. Traditional balance
activities were individualized based on each participant’s unique needs. Examples of activities
included: throwing and catching balls/beanbags
outside of their base of support, reaching for objects
while standing or sitting on stable or unstable
surfaces, side stepping, walking up and down
stairs, single-leg stance, and kicking activities.
During the baseline phase therapists recorded the
types and duration of traditional balance rehabilitation activities in a daily logbook.
Intervention: Wii-Fit balance training
Participants engaged in Wii-Fit balance training 30
minutes per day with either a physiotherapist or
occupational therapist; a list of approved Wii-Fit
balance games, along with a description were
provided (Table A.I). Therapists decided what
level of game was most suitable for each client and
Balance therapy for children with acquired brain injury
gave each client a choice of which games they would
prefer to play that day. In addition, the selection and
duration of Wii-Fit games were recorded in a daily
logbook by therapists.
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
Assessment
Primary outcomes were assessed daily by blinded
assessors during both the baseline and intervention
phases of the study, while the secondary outcome
was measured weekly; the assessors were unaware of
each participant’s protocol and whether each participant was in the baseline or intervention phase.
Balance was assessed daily, using the TUG, MFRT,
and Wii balance board. Motivation to participate in
balance rehabilitation was measured daily with the
PMS, given to the participant to complete immediately following their therapy session for that day by
the therapist providing the therapy. The PEDI was
completed once per week by both the treating
occupational therapist and physiotherapist to assess
the participants’ function in the areas of mobility and
self-care.
Data analysis
Data were analyzed using visual inspection of trend
lines to determine if a basic effect occurred as a
result of the Wii intervention. While traditional
models of SSRD analysis apply linear methods for
data analysis (e.g., two standard deviation band
method), a non-linear mixed effects (NLME)
modeling technique, which predicts the recovery
trajectory of children with closed head injury, was
used for analysis of balance outcomes [36, 37]. The
NLME model represents the pattern of recovery in
rehabilitation with a trajectory characterized by a
slow phase representing early recovery, followed by
rapid change, and then finally plateaus [38].
Participants in this study were functioning beyond
the slow phase of the non-linear model, as they had
emerged from a minimally conscious state.
Therefore, the latter two phases of the non-linear
model, represented by a logarithmic curve, were
used as the line of best fit to reflect the recovery and
change over time. The rapid recovery phase represents the initial time when neuroplasticity has its
greatest potential. The plateau phase is appropriate,
as a ceiling would be reached for the assessments
used to measure the independent variables. Using
this NLME method allows researchers to create
individual trajectories and account for the differences in recovery stage in which data collection
begins [36].
A logarithmic curve is produced based on the data
points during the baseline interval, called the null
model [36]. It is then forecasted forward until the end
5
of the intervention period. An alternative model is
produced based on the data points of the intervention period [36]. A basic effect would occur if the
final point of the alternative model exceeds that of
the null model in the desired direction [36]. Trend
lines were visually analyzed to determine if a basic
effect occurred as a result of the Wii intervention.
Motivation, measured by the PMS, was visually
analyzed using the two standard deviation band
method because motivation levels were expected to
follow a linear trajectory. Statistical significance
occurs if two or more consecutive points fall outside
the bands [25]. Data for the PEDI was plotted on a
graph for visual analysis of any progression in
function over time as participants were assessed
weekly on this measure, resulting in four data points.
Findings
All participants completed the study, adhered to the
study protocols, and reported no adverse events. To
meet the complex physical needs of P1, modifications to the testing protocol were made on the
MFRT and TUG. Specifically, this participant used
a four-wheeled forearm walker as an ambulation aid
during the TUG assessment. For the MFRT right
arm-reaching task, the distance reached was measured from the elbow rather than the fifth finger
as this participant’s right extremity had significant contractures in the elbow and wrist joints.
The raw and transformed data for all outcomes
are graphically presented for each participant in
Figures 1–5.
Dynamic balance
TUG: As illustrated in Figure 1, a basic effect during
the Wii intervention was observed on the TUG for
all participants, with the greatest decelerating slope
seen in P2 and P3. Although a basic effect was
achieved, the close overlap in trend lines suggests
that the rate of improvement during the Wii intervention was not vastly different from the baseline
phase, particularly in P1.
MFRT: On the MFRT, P1 clearly demonstrated a
basic effect on all three measurements during the
intervention phase, with the alternative model
exceeding the value of the null model (Figure 2a–c).
P2 and P3 demonstrated a basic effect on MFRT
measure taken while the subjects were positioned
with their backs against the wall and reaching with
their non-affected arm. However, the data for P2 and
P3 demonstrated a high degree of variability and a
decelerating slope during the intervention phase for
the measurements taken with back to wall and the
affected arm indicating a decline in function during
S. K. Tatla et al.
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
6
Figure 1. Visual representation of the TUG test for baseline and intervention phases for participants 1–3.
Notes: The vertical line divides the graph into the baseline and intervention phases. The logarithmic curves represent the rate of change
during each phase. A basic effect can be seen if the final point during the intervention phase exceeds that of the baseline phase in a
downward direction.
7
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
Balance therapy for children with acquired brain injury
Figure 2. (a–c) Visual representation of the MFRT for baseline and intervention phases for participants 1–3. (a) Forward reach with
unaffected arm, (b) side reach with unaffected arm, (c) side reach with affected arm.
Notes: The vertical line divides the graphs into the baseline and intervention phases. The logarithmic curves represent the rate of change
during each phase. A basic effect can be seen if the final point during the intervention phase exceeds that of the baseline phase in an upward
direction, demonstrating greater reaching distance.
S. K. Tatla et al.
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
8
Figure 2. Continued.
the Wii intervention. The largest effect on dynamic
balance was seen in P1, who received the longest
duration of intervention.
Static balance
COP: COP data was collected for P2 and P3 only
(Figure 3), as the Wii balance board could not
produce a COP reading for P1. Impairments, such
as intention tremor and decreased coordination
interfered with P1’s ability to step onto the balance
board and remain still for the required three seconds
to produce a response. Despite repeated attempts, a
reliable reading could not be obtained for this
participant. P2 and P3 approached COP ratios of
1.0 during the intervention phase, which
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
Figure 2. Continued.
Balance therapy for children with acquired brain injury
9
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
10
S. K. Tatla et al.
Figure 3. Visual representation of COP measured by the Wii-Fit balance board for baseline and intervention phases for participants 2
and 3.
Notes: The vertical line divides the graph into the baseline and intervention phases. The logarithmic curves represent the rate of change
during each phase. A basic effect can be seen if the final point during the intervention phase exceeds that of the baseline phase in the desired
direction, in this case reaching a COP ratio of 1.0 to demonstrate equal weight shifting.
demonstrates a trend toward improved static balance. However, high variability affected the reliability of the trend line produced; therefore, the results
for static balance are inconclusive.
Functional ability
PEDI: Results indicate that all participants
improved in the self-care and mobility domains of
the PEDI (Figure 5). However, the magnitude of
change does not appear to correlate with the length
of intervention.
Motivation
PMS: Motivation for therapy treatment remained
high for all participants. There was a clear
increase in motivation upon starting the Wii
treatment for P1. Although motivation did not
change significantly in P2 and P3, scores
remained high and all participants verbally
expressed enthusiasm toward Wii-habilitation. P1,
with the longest intervention period experienced a
change in motivation upon initiating Wii-habilitation (Figure 4).
Discussion
This pilot study is the first to examine the effect of an
intensive Wii balance intervention in children during
the acute phase of rehabilitation after an ABI.
A rigorous SSRD methodology was employed with
three participants, using a randomized, singleblinded, multiple baseline design in order to account
for history and maturation effects. An innovative
non-linear data analysis was used to measure
changes in balance in order to account for the
11
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
Balance therapy for children with acquired brain injury
Figure 4. Visual representation of the PMS for baseline and intervention phases for participants 1–3.
Notes: The vertical line divides the graph into the baseline and intervention phases. The solid horizontal lines indicate "2 standard
deviations from the mean of the baseline data (dashed horizontal line). Statistically significant differences in motivation are present if at
least two consecutive points fall outside of the 2 standard deviation bands.
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
12
S. K. Tatla et al.
Figure 5. Visual representation of the PEDI for baseline and intervention phases for participants 1–3.
Notes: The vertical line divides the graph into the baseline and intervention phases. Visual analysis demonstrates a progression in self-care
and mobility function over time.
recovery patterns of this population. Results from
our study support four major findings. First, our
results demonstrate that participants complied with
treatment protocols and that the Wii is a safe and
feasible balance intervention that can be carried out
daily with this population. Second, results support
principles of motor learning, such as task specificity
and repetitive task practice [39]. The principle of
task specificity identifies the importance of improving motor skills through practicing tasks that are
similar to those needing to be acquired [39].
Therefore, tasks practiced during rehabilitation
should be specific to the desired outcome.
Dynamic balance results showed a greater trend
toward improvement and were less variable than
static balance. As the Wii intervention primarily
focused on and challenged the participants’ dynamic
balance, this finding suggests that the improvement
in dynamic balance is task specific and may not
generalize to static balance. In addition, the participant who received the longest duration of intervention demonstrated the greatest improvement in
dynamic balance. Thus suggesting that longer
phases of Wii intervention provided an opportunity
for additional task practice resulting in the greatest
improvement.
It is of note that P1, presenting with the most
severe injury and complex sequellae, displayed the
clearest improvement in dynamic balance in comparison to the other participants. It is possible that
the effect of the Wii balance games on dynamic
balance is dependent on the severity of impairment
or the point in time during recovery that it is
introduced. Further studies should explore this
possible correlation and specifically examine the
significance the impact of playing Wii balance games
has on balance, depending on the severity of injury
or phase of recovery. In addition, P1 had a TBI.
Previous literature has concluded that children with
non-TBIs often do not display as much improvement in their self-care abilities as children with TBIs,
as measured by the Caregiver Assistance and
Modification Scale [33]; thus, the improvement
with P1 is consistent with those findings.
Third, although the Wii balance board was a
feasible tool for intervention, its appropriateness for
assessment of static balance is questionable for this
population given that it failed to produce a reading
for one participant, and produced unreliable readings for the other two participants. Other measures
of COP, such as force plates may be more sensitive
for this population.
Lastly, all participants reported high motivation
levels throughout the Wii intervention confirming
that the Wii is a motivating therapy; however, in two
of the three participants, it did not appear to be
significantly more motivating than traditional balance rehabilitation. This result is consistent with
other literature exploring the Wii as a means of
motivating therapy for people with neurological
deficits [40, 41]. Nonetheless, there is currently no
self-report pediatric assessment that assesses motivation to participate in therapy and it is possible that
the scale created for this study is not a sensitive
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
Balance therapy for children with acquired brain injury
measurement of motivation, thus not able to differentiate level of motivation between the traditional
and Wii balance rehabilitation periods. It is important for clinicians to use motivating interventions to
engage children in therapy; a recent review of
pediatric literature enforced that meaningful intervention that promotes participation in everyday
pursuits of children is critical not only for physical
and cognitive rehabilitation but also for building a
sense of self-efficacy and personal confidence in
one’s abilities [42]. A direction for future research
would be to develop a tool that would be a valid
measure of a child’s motivation to participate in their
rehabilitation and one that would guide clinicians in
creating motivational therapy for that child. Such a
tool will allow future researchers to further explore
the relationship of motivation levels with Wii interventions compared to traditional balance interventions in this population.
Functional abilities in activities requiring balance
were a secondary outcome measured in this study.
As function most probably does not change on a dayto-day basis, it was impossible to measure it daily
and therefore function was a secondary outcome in
this study while recognizing that it is a primary goal
of occupational therapy. All participants showed an
upward trend in their functional abilities in both the
domains of self-care and mobility. This indicates
that the participants were becoming increasingly
independent in their ability to care for their basic
needs such as feeding, bathing, and toileting, as well
as becoming more mobile and more able to transfer
independently and safely between surfaces.
13
rate of falls and greater potential for participation in
physical activities [5, 44], both of which are often
primary goals of therapy. These findings have
important clinical implications for use in rehabilitation settings as they show promise for Wii use with
patients presenting with a range of physical and
cognitive abilities and demonstrate that clinicians
can use the Wii system as a tool in their treatment.
Limitations
This study had a number of limitations that cannot
go without mention. The variability of the data
suggests that the length of baseline and intervention
phases may have been too short to demonstrate a
basic effect. Although this study protocol adhered to,
and exceeded, the guidelines of SSRD (i.e., minimum of three data points for each phase), extending
this study beyond one month may result in greater
stability. In addition, concurrent therapies, such as
modification in ankle-foot orthoses may have
affected the results. Furthermore, the heterogeneity
of this sample, which is typical to this population,
and the small sample size limit the generalizability of
these results. According to the single-case design
technical guide [24] experimental control is demonstrated when the design documents three demonstrations of the experimental effect across three
cases, which did not occur in this study. Rather,
amongst the three participants in this study, only one
of the three participants demonstrated such an
effect. Furthermore, motivation findings using the
PMS are limited by the lack of psychometric testing
of this measure.
Clinical implications
Findings from a recent scoping review reveal a need
for researchers to evaluate the active ingredients of
technology-based interventions, specifically in the
areas of system or game properties, intervention
effects on the user, and the role of the therapist [43].
This study demonstrated that children were motivated and able to achieve the desired intensity of
daily practice. Therapists were able to mediate the
motor learning process by offering verbal feedback
and manual assistance and guidance with positioning
while participants were involved in the virtual
rehabilitation. Thus, participants engaged in motor
learning while using this complex interactive technology. The system parameters of the Wii and of the
games used in this study enabled therapists to
provide guidance to clients during balance therapy
and for clients to use a walker or other mobility aid
while standing on the balance board. In addition, all
participants demonstrated improvements in dynamic
balance. Previous research has found that an
increase in dynamic balance means a decreased
Conclusion
While balance deficits are a common sequellae of
ABI [4], therapists treating individuals with ABI do
not have sufficient evidence to guide clinical
decision-making and inform evidence-based balance
interventions [45, 46]. This study contributes to the
evidence by demonstrating that the Wii is a safe and
motivating therapy that can be carried out daily in
children with ABI during acute rehabilitation.
Despite multiple impairments, the participants
were able to engage in the Wii intervention and
demonstrated improvement of dynamic balance.
Although these preliminary results offer some promise, future research across a larger sample is needed
to determine if Wii balance intervention results in
significant improvement when compared to traditional therapy. In addition, further research is
required to evaluate optimal duration and frequency
of Wii intervention and the impact of type and
severity of injury on balance outcomes.
14
S. K. Tatla et al.
Key points
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
. Daily Wii balance intervention with children is
safe and feasible within the acute rehabilitation
phase after ABI.
. While there was a greater trend toward improvement in dynamic balance during Wii intervention,
a basic effect was only demonstrated in one of
three participants.
. The Wii intervention was motivating for all
participants.
. Further research exploring the effectiveness of Wii
balance training in this population is warranted.
Acknowledgements
The authors wish to sincerely thank the participants
and their families for their support and commitment
in this study. The authors would also like to
acknowledge Sunny Hill Health Centre for
Children for providing the equipment and facilities
for this study and thank the clinicians who participated in the delivery of the intervention with all
participants. The authors also wish to thank Dr
Bruno Zumbo for his assistance with statistical
analysis.
Declaration of interest: The authors report no
conflicts of interest. The authors alone are responsible for the content and writing of this article.
Sandy Tatla is supported by funding from the
Child and Family Research Institute.
References
1. Canadian Institute for Health Information. The burden of
neurological diseases, disorders and injuries in Canada.
Ottawa: CIHI; 2007. Available from http://www.cihi.ca.
Accessed 8 July 2012.
2. Hawley CA, Ward AB, Long J, Owen DW, Magnay AR.
Prevalence of traumatic brain injury amongst children admitted to hospital in one health district: A population based study.
Injury 2003;34:256–260, Epub 2003/04/02.
3. Haley S, Coster W, Ludlow L, Haltiwanger J, Andrellos P.
Pediatric Evaluation of Disability Inventory (PEDI). Boston:
New England Medical Center Hospitals; 1992.
4. Missiuna C, DeMatteo C, Hanna S, Mandich A, Law M,
Mahoney W, Scott L. Exploring the use of cognitive
intervention for children with acquired brain injury. Physical
& Occupational Therapy in Pediatrics 2010;30:205–219,
Epub 2010/07/09.
5. Katz-Leurer M, Rotem H, Keren O, Meyer S. Balance abilities
and gait characteristics in post-traumatic brain injury, cerebral
palsy and typically developed children. Developmental
Neurorehabilitation 2009;12:100–105.
6. Gagnon I, Swaine B, Friedman D, Forget R. Children show
decreased dynamic balance after mild traumatic brain injury.
Archives of Physical Medicine and Rehabilitation 2004;85:
444–451.
7. Rossi C, Sullivan SJ. Motor fitness in children and
adolescents with traumatic brain injury. Archives of
Physical Medicine and Rehabilitation 1996;77:1062–1065.
8. Galvin J, Lim BCJ, Steer K, Edwards J, Lee KJ. Predictors of
functional ability of Australian children with acquired brain
injury following inpatient rehabilitation. Brain Injury
2010;24:1008–1016.
9. Wright FV, Ryan J, Brewer K. Reliability of the Community
Balance and Mobility Scale (CB&M) in high-functioning
school-aged children and adolescents who have an acquired
brain injury. Brain Injury 2010;24:1585–1594.
10. Cramer SC, Sur M, Dobkin BH, O’Brien C, Sanger TD,
Trojanowski JQ, Rumsey JM, Hicks R, Cameron J, Chen D,
et al. Harnessing neuroplasticity for clinical applications.
Brain 2011;134:1591–1609, Epub 2011/04/13.
11. Penn PR, Rose FD, Johnson DA. Virtual enriched environments in paediatric neuropsychological rehabilitation following traumatic brain injury: Feasibility, benefits, and
challenges. Developmental Neurorehabilitation 2009;12:
32–43, Epub 2009/03/14.
12. Law M, King GA, Kertoy M, Hurley P, Rosenbaum P,
Young N, Hanna S. Patterns of participation in recreational,
leisure activities among children with complex physical
disabilities. Developmental Medicine & Child Neurology
2006;48:337–342.
13. Harris K, Reid D. The influence of virtual reality play on
children’s motivation. Canadian Journal of Occupational
Therapy 2005;72:9–21.
14. Jennings KD, Connors RE, Stegman CE. Does a physical
handicap alter the development of mastery motivation during
the preschool years? Journal of the American Academy of
Child & Adolescent Psychiatry 1988;27:312–317.
15. Laver KE, George S, Thomas S, Deutsch JE, Crotty M.
Virtual reality for stroke rehabilitation. Cochrane Database of
Systematic Reviews 2011;(9): Art. no. CD008349. DOI:
10.1002/14651858.CD008349.pub2.
16. Laufer Y, Weiss PL. Virtual reality in the assessment and
treatment of children with motor impairment: A systematic
review. Journal of Physical Therapy Education 2011;25:
59–71.
17. Levac DE, Galvin J. Facilitating clinical decision-making
about the use of virtual reality within paediatric motor
rehabilitation: Application of a classification framework.
Developmental
Neurorehabilitation
2011;14:177–184,
Epub 2011/05/10.
18. Wuang YP, Chiang CS, Su CY, Wang CC. Effectiveness of
virtual reality using Wii gaming technology in children with
down syndrome. Research in Developmental Disabilities
2011;32:312–321.
19. Saposnik G, Teasell R, Mamdani M, Hall J, McIlroy W,
Cheung D, Thorpe KE, Cohen LG, Bayley M. Effectiveness
of virtual reality using Wii gaming technology in stroke
rehabilitation: A pilot randomized clinical trial and proof of
principle. Stroke 2010;41:1477–1484, Epub 2010/05/29.
20. Sandlund M, McDonough S, Hager-Ross C. Interactive
computer play in rehabilitation of children with sensorimotor
disorders: A systematic review. Developmental Medicine &
Child Neurology 2009;51:173–179.
21. Snider L, Majnemer A, Darsaklis V. Virtual reality as a
therapeutic modality for children with cerebral palsy.
Developmental
Neurorehabilitation
2010;13:120–128,
Epub 2010/03/13.
22. Abdel R. Efficacy of virtual reality-based therapy on balance
in children with down syndrome. World Applied Sciences
Journal 2010;10:254–261.
23. WHO. 2001. International Classification of Function,
Disability and Health. World Health Organization.
Balance therapy for children with acquired brain injury
24.
25.
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
Available from http://www.who.int/classifications/icf/en/.
Accessed 12 August 2012.
Kratochwill TR, Hitchcock J, Horner RH, Levin JR, Odom
SL, Rindskopf DM, Shadish WR. Single-case design
technical documentation, Version 1 (Pilot). What Works
Clearinghouse; 2010. Available from http://ies.ed.gov/ncee/
wwc/documentsum.aspx?sid=229
Logan L, Hickman R, Harris S, Heriza C. Single-subject
research design: Recommendation for levels of evidence:
Quality rating. Developmental Medicine & Child Neurology
2008;50:99–103.
Seel RT, Dijkers MP, Johnston MV. Developing and using
evidence to improve rehabilitation practice. Archives of
Physical Medicine and Rehabilitation 2012;93:S97-S100.
Available
from
http://dx.doi.org/10.1016/j.apmr.
2012.04.008. Accessed 05 October 2012.
Williams E, Carroll S, Reddihough D, Phillips B, Galea M.
Investigation of the ‘‘timed up & go’’ test in children.
Developmental Medicine & Child Neurology 2005;
47:518–524.
Flansbjer U, Holmback A, Downham D, Patten C, Lexell J.
Reliability of gait performance tests in men and women with
hemiparesis after stroke. Journal of Rehabilitation Medicine
2005;37:75–82.
Gan S, Tung L, Tang Y, Wang C. Psychometric properties of
functional balance assessment in children with cerebral palsy.
Neurorehabilitation and Neural Repair 2008;22:745–753.
Betker A, Sztrum T, Moussavi Z, Nett C. Video game-based
exercises for balance rehabilitation: A single-subject design.
Archives of Physical Medicine and Rehabilitation
2006;87:1141–1149.
Katz-Leurer M, Fisher I, Neeb M, Schwartz I, Carmeli E.
Reliability, validity of the modified functional reach test at the
sub-acute stage post-stroke. Disability & Rehabilitation
2009;31:243–248.
Clark RA, Bryant AL, Pua Y, McCrory P, Bennell K,
Hunt M. Validity and reliability of the Nintendo Wii Balance
Board for assessment of standing balance. Gait and Posture
2010;31:307–310.
Tokan GHS, Gill-Body K, Dumas H. Item-specific functional recovery in children and youth with acquired brain
injury. Pediatric Physical Therapy 2003;15:16–22.
Nichols DCS. Reliability and validity of the pediatric
evaluation of disability inventory. Journal of Pediatric
Physical Therapy 1996;8:15–24.
Ziviani J, Ottenbacher K, Shephard K, Foreman S,
Astbury W, Ireland P. Concurrent validity of the Functional
Independence Measure for Children (WeeFIM) and the
Pediatric Evaluation of Disabilities Inventory in children
36.
37.
38.
39.
40.
41.
42.
43.
44.
45.
46.
15
with developmental disabilities and acquired brain injuries.
Occupational Therapy in Pediatrics 2002;21:91–101.
Forsyth R, Thuy V, Salorio C, Christensen J, Holford N.
Review: Efficient rehabilitation trial designs using disease
progress modeling: A pediatric traumatic brain injury
example. Neurorehabilitation and Neural Repair 2010;24:
225–234, Epub 2009/12/05.
Chu B, Millis S, Arango-Lasprilla J, Novack T, Hart T.
Measuring recovery in new learning and memory following
traumatic brain injury: A mixed-effects modeling approach.
Journal of Clinical and Experimental Neuropsychology
2007;29:617–625.
Forsyth R, Salorio C, Christensen J. Modelling early recovery
patterns after paediatric traumatic brain injury. Archives of
Disease in Childhood 2009;95:266–270.
Lee T, Schmidt R. Motor control and learning: A behavioural
emphasis, 4th ed. Champaign, IL: Human Kinetics; 2005.
pp 301–432.
Halton J. Rehabilitation with the Nintendo Wii: Experiences
at a rehabilitation hospital. Occupational Therapy Now
2010;23:11–14.
Gil-Gomez J, Llorens R, Alcaniz M, Colomer C.
Effectiveness of a Wii balance board-based system for balance
rehabilitation: A pilot randomized clinical trial in patients
with acquired brain injury. Journal of NeuroEngineering and
Rehabilitation
2011;8:1–9.
Available
from
http://
www.ncbi.nlm.nih.gov/pmc/articles/PMC3120756/10.1186/
1743-0003-8-30. Accessed 03 April 2012.
Bendixon R, Krieder C. Review of occupational therapy
research in the practice area of children and youth. American
Journal of Occupational Therapy 2011;65:351–359.
Levac D, Rivard L, Missiuna C. Defining the active
ingredients of interactive computer play interventions for
children with neuromotor impairments: A scoping review.
Research in Developmental Disabilities 2012;33:214–223,
Epub 2011/11/19.
Katz-Leurer M, Rotem H, Lewitus H, Keren O, Meyer S.
Relationship between balance abilities and gait characteristics
in children with post-traumatic brain injury. Brain Injury
2008;22:153–159.
Levac D, DeMatteo C. Bridging the gap between theory and
practice: Dynamic systems theory as a framework for understanding and promoting recovery of function in children and
youth with acquired brain injuries. Physiotherapy Theory and
Practice 2009;25(8):544–554, Epub 2009/11/21.
Bland DC, Zampieri C, Damiano DL. Effectiveness of
physical therapy for improving gait and balance in individuals
with traumatic brain injury: A systematic review. Brain Injury
2011;25(7–8):664–679, Epub 2011/05/13.
Appendix
Table A.I. Wii-Fit games.
Games
Soccer heading
Ski jump
Ski slalom
Snowboard slalom
Table tilt
Tightrope walk
Balance bubble
Penguin slide
Lotus focus
Description and movements required
Lateral weight shifting over wide base of support on balance board to head the balls on the screen
Squat with knees bent on balance board until approaching the jump, then extend, and maintain position
Anterior, posterior, and lateral weight shifting to pass between the flags with feet parallel on the balance board
Anterior and posterior weight shifting to pass between the flags with one foot in front of the other on the
balance board
Weight shifting left, right, forward, and back to tilt the balls into the holes
Walk on the spot on the balance board to move the character across the tightrope on the screen
Guide the character down the river by shifting body weight left, right, front, and back
Lateral weight shifting to both left and right to tilt the iceberg, combined with squat and rising up to feed the
penguin
Sit on the balance board with legs folded. If that is difficult, sit with legs unfolded
Developmental Neurorehabilitation, 2012, 1–15, Early Online
Wii-habilitation as balance therapy for children with acquired
brain injury
SANDY K. TATLA1, ANNA RADOMSKI2, JESSICA CHEUNG2, MELISSA MARON2,
& TAL JARUS2
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
1
Acute Rehabilitation Team, Sunny Hill Health Centre for Children, 3644 Slocan Avenue, Vancouver, BC V5M 3E8,
Canada and 2Department of Occupational Science and Occupational Therapy, University of British Columbia,
Vancouver, Canada
(Received 12 October 2012; accepted 12 October 2012)
Abstract
Purpose: To evaluate the effectiveness of the Nintendo Wii compared to traditional balance therapy in improving balance,
motivation, and functional ability in children undergoing acute rehabilitation after brain injury.
Methods: A non-concurrent, randomized multiple baseline single-subject research design was used with three participants.
Data were analyzed by visual inspection of trend lines.
Results: Daily Wii balance training was equally motivating to traditional balance therapy for two participants and more
motivating for one participant. While improvements in dynamic balance were observed, the results for static balance remain
inconclusive. All participants demonstrated improvements in functional ability.
Conclusion: Wii balance therapy is a safe, feasible, and motivating intervention for children undergoing acute rehabilitation
after an acquired brain injury. Further research to examine the effectiveness of Wii balance therapy in this population is
warranted.
Keywords: Nintendo Wii, balance, brain injury, virtual reality, rehabilitation
Introduction
Acquired brain injury (ABI) is a leading cause of
death and disability in children [1, 2]. With an
estimated incidence of 1–300 per 100 000 children
[2], this group remains the largest seen in pediatric
inpatient settings [3]. After a severe brain injury,
children can experience persistent and debilitating
deficits impacting their physical, cognitive, and
psycho-emotional functioning [4].
Children with ABI present with decreased balance
performance when compared to age-matched controls, which can significantly impact their daily
activities and participation [5]. Consequently, activities of daily living (ADLs), leisure pursuits, and
physical activities such as walking, dancing, and
playing team sports are affected in individuals with
mild, moderate or severe brain injuries [4–9].
Therefore, balance is an area commonly targeted
by rehabilitation professionals in ABI rehabilitation
[5]. Motivation and attention are considered critical modulators of neuroplasticity, which is often
experience dependent [10]. To harness plasticity
and promote recovery, clinicians are left with the
challenge of designing innovative and effective
interventions [11]. Facilitating intensive practice in
a client-centered manner requires a consideration of
children’s preferences when designing rehabilitation
interventions [12, 13]. Ultimately, clinicians must
incorporate interventions that are motivating and
salient for the child because lack of motivation can
limit children from realizing their full functional
potential [14].
Virtual reality (VR) has recently emerged as a
promising intervention for rehabilitation in both
children and adults with a diverse range of physical
and cognitive impairments [15, 16]. VR presents
artificially generated sensory information and is
interactive, in that the user senses a virtually created
environment, primarily through visual experiences
and can kinesthetically control events on a monitor
through manipulation of a device (e.g., the Nintendo
Wii-mote) or motion detection through video
Correspondence: S.K. Tatla, Acute Rehabilitation Team, Sunny Hill Health Centre for Children, 3644 Slocan Avenue, Vancouver, BC V5M 3E8, Canada.
Tel: 604-453-8300. Fax: 604-453-8309. E-mail: statla2@cw.bc.ca
ISSN 1751–8423 print/ISSN 1751–8431 online/12/000001–15 ! 2012 Informa UK Ltd.
DOI: 10.3109/17518423.2012.740508
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
2
S. K. Tatla et al.
capture (e.g., as in the GestureTek Interactive
Rehabilitation Exercise System (IREX) or X-Box
Kinect systems) [16].
VR has been described as an engaging rehabilitation intervention for children and youth, motivating
them to repeatedly practice goal-directed tasks
thereby potentially improving motor skill performance [17]. Over the past decade, the use of VR in
populations such as traumatic brain injury (TBI),
stroke, cerebral palsy (CP), Down Syndrome, and
others with sensorimotor impairments has been
investigated, demonstrating promising results
[15, 17–20]. In the pediatric TBI population,
enriched virtual environments have been shown to
promote neural plasticity and improve functional
outcomes [11]. In their systematic review, Snider
and colleagues [21] reported positive outcomes from
VR use in children with CP, including brain reorganization, motor capacity, visual–perceptual skills,
social participation, and personal factors; however,
these findings are limited by the poor methodological quality of studies. Overall, there was conflicting
evidence for the effectiveness of VR interventions
in improving outcomes at the International
Classification of Functioning, Disability and Health
(ICF) levels of body structures and functions in
children with CP [21].
While research examining VR use for balance
rehabilitation in children is also limited [16, 17, 21],
two quasi-experimental studies in children with
Down Syndrome have shown that Wii-Fit games
were more effective in improving balance than traditional physiotherapy exercises [22] and occupational
therapy [18]. In addition, outcomes of VR interventions were found to be equally successful when
employed with adults within six months of a stroke
compared to six months post-stroke [15]. These
findings suggest that VR interventions incorporated
in the acute rehabilitation phase for children with ABI
may also offer positive results. In particular, the WiiFit and balance games can potentially be utilized as an
innovative intervention with this population.
Although VR-related research has been growing
over the past decade, the literature has primarily
focused on the investigation of highly specialized
systems, such as the GestureTek IREX, designed
specifically for rehabilitation [15]. Specialized systems offer benefits such as enhanced accessibility
options promoting use among individuals with a
range of abilities, the ability to track, and manipulate
game variables, and isolate or target specific movements [17]. However, such systems can be costly and
are less readily available to clinicians. With the availability and popularity of commercially available VR
systems, such as the Nintendo Wii and X-Box Kinect,
there is a need for research to further examine the role
of these systems in neurological rehabilitation [15].
To date, no studies have evaluated the effectiveness of the Wii in children during acute rehabilitation following an ABI. The ICF provides a useful
framework
to
categorize
outcomes
[23].
Accordingly, the aim of this study was to determine
whether playing Wii balance games on a daily basis
would improve outcomes measured at the ICF levels
of body function (static balance), activity and participation (dynamic balance and functional abilities
in self-care and mobility), and personal factors
(motivation to participate in rehabilitation). We
hypothesized that a daily 30-minute Wii balance
intervention would result in improvements in: (1)
balance as measured by the Timed Up and Go
(TUG) test, the Modified Functional Reach Test
(MFRT) and the Wii-Fit Balance Board; (2) motivation to participate in rehabilitation as measured by
the Pediatric Motivation Scale (PMS); and (3)
functional abilities as measured by the Pediatric
Evaluation of Disability Index (PEDI).
Methods
Study design
A non-concurrent, randomized multiple baseline
across subjects’ single-subject research design
(SSRD) was used for this study [24]. SSRDs are
particularly appropriate designs for research applied
to clinical settings because the low prevalence of the
targeted population can be difficult to study with
traditional group designs in which large samples are
required to achieve statistical power [25]. In addition, SSRDs can be used to monitor, guide, and
evaluate clinical practice at the individual level to
produce preliminary evidence at the exploratory
phase of intervention research [26]. Replication
across at least three subjects and randomization are
recommended to strengthen the findings of an
SSRD. For a phase to qualify as an attempt to
demonstrate an effect, the phase must have a
minimum of three data points [24].
To control for the effects of history and maturation, a multiple baseline design was used with three
different baseline lengths [24]. Each participant
underwent (A) a baseline and (B) an intervention
phase. Blinded assessment for primary outcomes was
used, with a minimum of five data points collected
for each phase of this study.
Participants
Ethical approval for this study was obtained through
the local university and children’s hospital clinical
research ethics boards. To meet the inclusion criteria, participants had to: (1) be current inpatients of
3
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
Balance therapy for children with acquired brain injury
the Acute Rehabilitation Program at the regional
center; (2) be aged 5–18 years old; (3) be at a level
I–II or VII–VIII on the Pediatric Rancho Los
Amigos level of consciousness scale if less than 13
years old or older than 13 years old, respectively;
(4) be able to safely stand for a duration of three
minutes with support of a chair, walker, or rail if
needed; and (5) display decreased balance as a result
of an ABI, based on the primary clinician’s verbal
report. Individuals were excluded if they had a
seizure disorder that was not being medically managed, a visual impairment, or a known pre-existing
balance condition.
Researchers aimed to recruit four subjects to
strengthen the study design. During the period of
the study, seven subjects meeting the inclusion
criteria were admitted to the inpatient unit; two
subjects refused participation, and two subjects were
to be discharged from hospital before study completion, therefore were excluded, resulting in three
participants included in this study (Table I). All
participants presented with impaired balance and
required a gait aid for long distances. Participant one
(P1) required a forearm-supported walker when
walking short periods (i.e. 510 minutes) and a
wheelchair when mobilizing beyond 10 minutes.
Participant 2 (P2) and participant three (P3) ambulated with the assistance of a cane.
Outcome measures
Two primary outcomes were examined: (1) changes
in dynamic and static balance; and (2) motivation
levels during traditional and Wii sessions. The
secondary outcome examined was functional ability.
Balance
(i) TUG test – The TUG test was used to assess
dynamic functional balance and is suitable for
populations aged three years or older [27].
During the TUG test, an individual is timed
while they stand up from a chair, walk three
meters, and return to sitting, after which an
average time is calculated. A shorter time to
complete the task indicates better functional
mobility.
The TUG test has been shown to have excellent
inter-rater reliability with an intraclass correlation
coefficient (ICC) of 0.99 and good test–retest
reliability with an ICC of 0.83, indicating that it is
responsive to change when used with children who
have a disability [4]. The TUG test has excellent
criterion validity (r ¼ 0.86–0.92) and adequate construct validity (r ¼ 0.55–0.66) [28].
(ii) MFRT – The MFRT was used to assess
dynamic standing balance. Functional reach
is determined by the maximum distance one
can reach forward beyond arm’s length while
maintaining a fixed base of support in the
standing position [29]. Individuals complete
three reaching tasks, in which the participants’
reach distance is measured to obtain a score
while standing perpendicular, and while standing with their back to a wall, reaching to each
side. Each reaching task is completed
Table I. Participant characteristics.
Participant’s age
(years) and sex
Protocol (days)
Nature of injury
Impairment
Post-injury
days
240
1. 14, Female
BL: 5
Wii: 15
Motor vehicle accident
resulting in traumatic
brain injury (diffuse
axonal injury)
Right hemiparesis
Left upper limb intention tremor
Decreased memory
Decreased balance
Decreased mobility (requiring a walker
for short distances and wheelchair for
long distances)
2. 13, Male
BL: 8
Wii: 12
Non-traumatic brain
injury: intracranial subarachnoid hemorrhage
and atrial ventricular
malformation
Left hemiparesis
Left hemianopia
Decreased cognition
Decreased balance and Decreased
mobility (requiring a gait aid when
ambulating long distances)
97
3. 12, Male
BL: 12
Wii: 8
Non-traumatic brain
injury: hematoma and
atrial ventricular
malformation
Left hemiparesis
Decreased cognition
Decreased balance
Decreased mobility (requiring a gait aid
when ambulating long distances)
94
Note: BL: baseline.
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
4
S. K. Tatla et al.
three times, resulting in a total of nine trials,
and the average of these three trials is calculated. The MFRT has excellent test–retest
reliability with an ICC of 0.95 and excellent
inter-rater reliability with an ICC of 0.98 [29].
The MFRT is strongly correlated with the
TUG test and its test items reflect skills of
forward weight shifting and anticipatory control of balance [30]. Criterion validity for the
MFRT is adequate (r ¼ 0.48–0.56) [31].
(iii) Nintendo Wii balance board – Static balance was
determined by measuring center of pressure
(COP) using the Wii balance board, a pressure
sensitive board that measures the percentage
of pressure contributed by the left and right
sides of the user’s body. Visual feedback is
provided on a monitor, which reflects changes
in COP over the three seconds during which
time the measurement is computed. To determine the participants’ score, the percentages
were converted to a ratio between the two
sides. Ideally, each side of the body will
contribute 50% of the pressure exerted onto
the board; thus, the perfect COP ratio is 50/50
or 1.00.
The Wii balance board has been shown to be a
valid and reliable assessment tool for both test–retest
reliability and concurrent validity with a good to
excellent ICC of 0.66–0.94 [32].
Motivation
PMS – The PMS was created for this study to assess
children’s motivation to participate in their rehabilitation. The scale consists of four questions that
examine both the level of enjoyment and the child’s
feelings of confidence in their rehabilitation using a
visual analog scale consisting of five smiley faces,
ranging from ‘‘did not enjoy at all’’ to ‘‘extremely
enjoyed.’’ The reliability and validity of this instrument has not yet been tested. There is currently no
valid outcome measure for evaluating motivation for
rehabilitation therapy from the perspective of a child.
Functional ability
PEDI – Two subscales of the PEDI were used to
evaluate each participant’s functional abilities [2].
The self-care and mobility domains of the Caregiver
Assistance and Modification Scale described the
participant’s functional capacity in ADLs and transfers as well as locomotion. This assessment provides
an indication of the level of assistance the participant
required in performing their ADLs and mobility, on
a scale ranging from zero (dependent) to five
(completely independent).
The PEDI was standardized for typically developing children aged six months to seven and a halfyears and has also been validated for use in older
children whose physical function is that of a seven
and a half-year old or younger child. This measure is
commonly used with children 1–19 years of age who
have an ABI and are in an inpatient rehabilitation
center [33]. Reliability studies of the PEDI have
determined good inter-observer reliability [34].
Concurrent validity of the PEDI has been established with other pediatric functional measures
such as the WeeFim and Gross Motor Function
Measure [2, 33, 35].
Data collection
Participants were randomly assigned to one of three
protocols, each with varying baseline and intervention periods (Table I) over the four-week study.
Thirty minutes of daily balance rehabilitation was
provided over five consecutive days per week. The
Wii balance training was introduced at different
times, depending on the protocol randomly assigned
to each participant. As each participant was undergoing acute rehabilitation, concurrent therapies were
continued during the study; these included three
one-hour sessions of speech and language therapy
and recreation therapy and two one-hour sessions of
aquatic therapy per week.
Baseline: Traditional balance training
During the baseline phase, the participants did not
have access to the Wii balance board in their
rehabilitation or leisure time. Participants completed
their daily traditional balance rehabilitation program
for 30 minutes per day with their physiotherapist
and/or occupational therapist. Traditional balance
activities were individualized based on each participant’s unique needs. Examples of activities
included: throwing and catching balls/beanbags
outside of their base of support, reaching for objects
while standing or sitting on stable or unstable
surfaces, side stepping, walking up and down
stairs, single-leg stance, and kicking activities.
During the baseline phase therapists recorded the
types and duration of traditional balance rehabilitation activities in a daily logbook.
Intervention: Wii-Fit balance training
Participants engaged in Wii-Fit balance training 30
minutes per day with either a physiotherapist or
occupational therapist; a list of approved Wii-Fit
balance games, along with a description were
provided (Table A.I). Therapists decided what
level of game was most suitable for each client and
Balance therapy for children with acquired brain injury
gave each client a choice of which games they would
prefer to play that day. In addition, the selection and
duration of Wii-Fit games were recorded in a daily
logbook by therapists.
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
Assessment
Primary outcomes were assessed daily by blinded
assessors during both the baseline and intervention
phases of the study, while the secondary outcome
was measured weekly; the assessors were unaware of
each participant’s protocol and whether each participant was in the baseline or intervention phase.
Balance was assessed daily, using the TUG, MFRT,
and Wii balance board. Motivation to participate in
balance rehabilitation was measured daily with the
PMS, given to the participant to complete immediately following their therapy session for that day by
the therapist providing the therapy. The PEDI was
completed once per week by both the treating
occupational therapist and physiotherapist to assess
the participants’ function in the areas of mobility and
self-care.
Data analysis
Data were analyzed using visual inspection of trend
lines to determine if a basic effect occurred as a
result of the Wii intervention. While traditional
models of SSRD analysis apply linear methods for
data analysis (e.g., two standard deviation band
method), a non-linear mixed effects (NLME)
modeling technique, which predicts the recovery
trajectory of children with closed head injury, was
used for analysis of balance outcomes [36, 37]. The
NLME model represents the pattern of recovery in
rehabilitation with a trajectory characterized by a
slow phase representing early recovery, followed by
rapid change, and then finally plateaus [38].
Participants in this study were functioning beyond
the slow phase of the non-linear model, as they had
emerged from a minimally conscious state.
Therefore, the latter two phases of the non-linear
model, represented by a logarithmic curve, were
used as the line of best fit to reflect the recovery and
change over time. The rapid recovery phase represents the initial time when neuroplasticity has its
greatest potential. The plateau phase is appropriate,
as a ceiling would be reached for the assessments
used to measure the independent variables. Using
this NLME method allows researchers to create
individual trajectories and account for the differences in recovery stage in which data collection
begins [36].
A logarithmic curve is produced based on the data
points during the baseline interval, called the null
model [36]. It is then forecasted forward until the end
5
of the intervention period. An alternative model is
produced based on the data points of the intervention period [36]. A basic effect would occur if the
final point of the alternative model exceeds that of
the null model in the desired direction [36]. Trend
lines were visually analyzed to determine if a basic
effect occurred as a result of the Wii intervention.
Motivation, measured by the PMS, was visually
analyzed using the two standard deviation band
method because motivation levels were expected to
follow a linear trajectory. Statistical significance
occurs if two or more consecutive points fall outside
the bands [25]. Data for the PEDI was plotted on a
graph for visual analysis of any progression in
function over time as participants were assessed
weekly on this measure, resulting in four data points.
Findings
All participants completed the study, adhered to the
study protocols, and reported no adverse events. To
meet the complex physical needs of P1, modifications to the testing protocol were made on the
MFRT and TUG. Specifically, this participant used
a four-wheeled forearm walker as an ambulation aid
during the TUG assessment. For the MFRT right
arm-reaching task, the distance reached was measured from the elbow rather than the fifth finger
as this participant’s right extremity had significant contractures in the elbow and wrist joints.
The raw and transformed data for all outcomes
are graphically presented for each participant in
Figures 1–5.
Dynamic balance
TUG: As illustrated in Figure 1, a basic effect during
the Wii intervention was observed on the TUG for
all participants, with the greatest decelerating slope
seen in P2 and P3. Although a basic effect was
achieved, the close overlap in trend lines suggests
that the rate of improvement during the Wii intervention was not vastly different from the baseline
phase, particularly in P1.
MFRT: On the MFRT, P1 clearly demonstrated a
basic effect on all three measurements during the
intervention phase, with the alternative model
exceeding the value of the null model (Figure 2a–c).
P2 and P3 demonstrated a basic effect on MFRT
measure taken while the subjects were positioned
with their backs against the wall and reaching with
their non-affected arm. However, the data for P2 and
P3 demonstrated a high degree of variability and a
decelerating slope during the intervention phase for
the measurements taken with back to wall and the
affected arm indicating a decline in function during
S. K. Tatla et al.
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
6
Figure 1. Visual representation of the TUG test for baseline and intervention phases for participants 1–3.
Notes: The vertical line divides the graph into the baseline and intervention phases. The logarithmic curves represent the rate of change
during each phase. A basic effect can be seen if the final point during the intervention phase exceeds that of the baseline phase in a
downward direction.
7
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
Balance therapy for children with acquired brain injury
Figure 2. (a–c) Visual representation of the MFRT for baseline and intervention phases for participants 1–3. (a) Forward reach with
unaffected arm, (b) side reach with unaffected arm, (c) side reach with affected arm.
Notes: The vertical line divides the graphs into the baseline and intervention phases. The logarithmic curves represent the rate of change
during each phase. A basic effect can be seen if the final point during the intervention phase exceeds that of the baseline phase in an upward
direction, demonstrating greater reaching distance.
S. K. Tatla et al.
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
8
Figure 2. Continued.
the Wii intervention. The largest effect on dynamic
balance was seen in P1, who received the longest
duration of intervention.
Static balance
COP: COP data was collected for P2 and P3 only
(Figure 3), as the Wii balance board could not
produce a COP reading for P1. Impairments, such
as intention tremor and decreased coordination
interfered with P1’s ability to step onto the balance
board and remain still for the required three seconds
to produce a response. Despite repeated attempts, a
reliable reading could not be obtained for this
participant. P2 and P3 approached COP ratios of
1.0 during the intervention phase, which
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
Figure 2. Continued.
Balance therapy for children with acquired brain injury
9
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
10
S. K. Tatla et al.
Figure 3. Visual representation of COP measured by the Wii-Fit balance board for baseline and intervention phases for participants 2
and 3.
Notes: The vertical line divides the graph into the baseline and intervention phases. The logarithmic curves represent the rate of change
during each phase. A basic effect can be seen if the final point during the intervention phase exceeds that of the baseline phase in the desired
direction, in this case reaching a COP ratio of 1.0 to demonstrate equal weight shifting.
demonstrates a trend toward improved static balance. However, high variability affected the reliability of the trend line produced; therefore, the results
for static balance are inconclusive.
Functional ability
PEDI: Results indicate that all participants
improved in the self-care and mobility domains of
the PEDI (Figure 5). However, the magnitude of
change does not appear to correlate with the length
of intervention.
Motivation
PMS: Motivation for therapy treatment remained
high for all participants. There was a clear
increase in motivation upon starting the Wii
treatment for P1. Although motivation did not
change significantly in P2 and P3, scores
remained high and all participants verbally
expressed enthusiasm toward Wii-habilitation. P1,
with the longest intervention period experienced a
change in motivation upon initiating Wii-habilitation (Figure 4).
Discussion
This pilot study is the first to examine the effect of an
intensive Wii balance intervention in children during
the acute phase of rehabilitation after an ABI.
A rigorous SSRD methodology was employed with
three participants, using a randomized, singleblinded, multiple baseline design in order to account
for history and maturation effects. An innovative
non-linear data analysis was used to measure
changes in balance in order to account for the
11
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
Balance therapy for children with acquired brain injury
Figure 4. Visual representation of the PMS for baseline and intervention phases for participants 1–3.
Notes: The vertical line divides the graph into the baseline and intervention phases. The solid horizontal lines indicate "2 standard
deviations from the mean of the baseline data (dashed horizontal line). Statistically significant differences in motivation are present if at
least two consecutive points fall outside of the 2 standard deviation bands.
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
12
S. K. Tatla et al.
Figure 5. Visual representation of the PEDI for baseline and intervention phases for participants 1–3.
Notes: The vertical line divides the graph into the baseline and intervention phases. Visual analysis demonstrates a progression in self-care
and mobility function over time.
recovery patterns of this population. Results from
our study support four major findings. First, our
results demonstrate that participants complied with
treatment protocols and that the Wii is a safe and
feasible balance intervention that can be carried out
daily with this population. Second, results support
principles of motor learning, such as task specificity
and repetitive task practice [39]. The principle of
task specificity identifies the importance of improving motor skills through practicing tasks that are
similar to those needing to be acquired [39].
Therefore, tasks practiced during rehabilitation
should be specific to the desired outcome.
Dynamic balance results showed a greater trend
toward improvement and were less variable than
static balance. As the Wii intervention primarily
focused on and challenged the participants’ dynamic
balance, this finding suggests that the improvement
in dynamic balance is task specific and may not
generalize to static balance. In addition, the participant who received the longest duration of intervention demonstrated the greatest improvement in
dynamic balance. Thus suggesting that longer
phases of Wii intervention provided an opportunity
for additional task practice resulting in the greatest
improvement.
It is of note that P1, presenting with the most
severe injury and complex sequellae, displayed the
clearest improvement in dynamic balance in comparison to the other participants. It is possible that
the effect of the Wii balance games on dynamic
balance is dependent on the severity of impairment
or the point in time during recovery that it is
introduced. Further studies should explore this
possible correlation and specifically examine the
significance the impact of playing Wii balance games
has on balance, depending on the severity of injury
or phase of recovery. In addition, P1 had a TBI.
Previous literature has concluded that children with
non-TBIs often do not display as much improvement in their self-care abilities as children with TBIs,
as measured by the Caregiver Assistance and
Modification Scale [33]; thus, the improvement
with P1 is consistent with those findings.
Third, although the Wii balance board was a
feasible tool for intervention, its appropriateness for
assessment of static balance is questionable for this
population given that it failed to produce a reading
for one participant, and produced unreliable readings for the other two participants. Other measures
of COP, such as force plates may be more sensitive
for this population.
Lastly, all participants reported high motivation
levels throughout the Wii intervention confirming
that the Wii is a motivating therapy; however, in two
of the three participants, it did not appear to be
significantly more motivating than traditional balance rehabilitation. This result is consistent with
other literature exploring the Wii as a means of
motivating therapy for people with neurological
deficits [40, 41]. Nonetheless, there is currently no
self-report pediatric assessment that assesses motivation to participate in therapy and it is possible that
the scale created for this study is not a sensitive
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
Balance therapy for children with acquired brain injury
measurement of motivation, thus not able to differentiate level of motivation between the traditional
and Wii balance rehabilitation periods. It is important for clinicians to use motivating interventions to
engage children in therapy; a recent review of
pediatric literature enforced that meaningful intervention that promotes participation in everyday
pursuits of children is critical not only for physical
and cognitive rehabilitation but also for building a
sense of self-efficacy and personal confidence in
one’s abilities [42]. A direction for future research
would be to develop a tool that would be a valid
measure of a child’s motivation to participate in their
rehabilitation and one that would guide clinicians in
creating motivational therapy for that child. Such a
tool will allow future researchers to further explore
the relationship of motivation levels with Wii interventions compared to traditional balance interventions in this population.
Functional abilities in activities requiring balance
were a secondary outcome measured in this study.
As function most probably does not change on a dayto-day basis, it was impossible to measure it daily
and therefore function was a secondary outcome in
this study while recognizing that it is a primary goal
of occupational therapy. All participants showed an
upward trend in their functional abilities in both the
domains of self-care and mobility. This indicates
that the participants were becoming increasingly
independent in their ability to care for their basic
needs such as feeding, bathing, and toileting, as well
as becoming more mobile and more able to transfer
independently and safely between surfaces.
13
rate of falls and greater potential for participation in
physical activities [5, 44], both of which are often
primary goals of therapy. These findings have
important clinical implications for use in rehabilitation settings as they show promise for Wii use with
patients presenting with a range of physical and
cognitive abilities and demonstrate that clinicians
can use the Wii system as a tool in their treatment.
Limitations
This study had a number of limitations that cannot
go without mention. The variability of the data
suggests that the length of baseline and intervention
phases may have been too short to demonstrate a
basic effect. Although this study protocol adhered to,
and exceeded, the guidelines of SSRD (i.e., minimum of three data points for each phase), extending
this study beyond one month may result in greater
stability. In addition, concurrent therapies, such as
modification in ankle-foot orthoses may have
affected the results. Furthermore, the heterogeneity
of this sample, which is typical to this population,
and the small sample size limit the generalizability of
these results. According to the single-case design
technical guide [24] experimental control is demonstrated when the design documents three demonstrations of the experimental effect across three
cases, which did not occur in this study. Rather,
amongst the three participants in this study, only one
of the three participants demonstrated such an
effect. Furthermore, motivation findings using the
PMS are limited by the lack of psychometric testing
of this measure.
Clinical implications
Findings from a recent scoping review reveal a need
for researchers to evaluate the active ingredients of
technology-based interventions, specifically in the
areas of system or game properties, intervention
effects on the user, and the role of the therapist [43].
This study demonstrated that children were motivated and able to achieve the desired intensity of
daily practice. Therapists were able to mediate the
motor learning process by offering verbal feedback
and manual assistance and guidance with positioning
while participants were involved in the virtual
rehabilitation. Thus, participants engaged in motor
learning while using this complex interactive technology. The system parameters of the Wii and of the
games used in this study enabled therapists to
provide guidance to clients during balance therapy
and for clients to use a walker or other mobility aid
while standing on the balance board. In addition, all
participants demonstrated improvements in dynamic
balance. Previous research has found that an
increase in dynamic balance means a decreased
Conclusion
While balance deficits are a common sequellae of
ABI [4], therapists treating individuals with ABI do
not have sufficient evidence to guide clinical
decision-making and inform evidence-based balance
interventions [45, 46]. This study contributes to the
evidence by demonstrating that the Wii is a safe and
motivating therapy that can be carried out daily in
children with ABI during acute rehabilitation.
Despite multiple impairments, the participants
were able to engage in the Wii intervention and
demonstrated improvement of dynamic balance.
Although these preliminary results offer some promise, future research across a larger sample is needed
to determine if Wii balance intervention results in
significant improvement when compared to traditional therapy. In addition, further research is
required to evaluate optimal duration and frequency
of Wii intervention and the impact of type and
severity of injury on balance outcomes.
14
S. K. Tatla et al.
Key points
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
. Daily Wii balance intervention with children is
safe and feasible within the acute rehabilitation
phase after ABI.
. While there was a greater trend toward improvement in dynamic balance during Wii intervention,
a basic effect was only demonstrated in one of
three participants.
. The Wii intervention was motivating for all
participants.
. Further research exploring the effectiveness of Wii
balance training in this population is warranted.
Acknowledgements
The authors wish to sincerely thank the participants
and their families for their support and commitment
in this study. The authors would also like to
acknowledge Sunny Hill Health Centre for
Children for providing the equipment and facilities
for this study and thank the clinicians who participated in the delivery of the intervention with all
participants. The authors also wish to thank Dr
Bruno Zumbo for his assistance with statistical
analysis.
Declaration of interest: The authors report no
conflicts of interest. The authors alone are responsible for the content and writing of this article.
Sandy Tatla is supported by funding from the
Child and Family Research Institute.
References
1. Canadian Institute for Health Information. The burden of
neurological diseases, disorders and injuries in Canada.
Ottawa: CIHI; 2007. Available from http://www.cihi.ca.
Accessed 8 July 2012.
2. Hawley CA, Ward AB, Long J, Owen DW, Magnay AR.
Prevalence of traumatic brain injury amongst children admitted to hospital in one health district: A population based study.
Injury 2003;34:256–260, Epub 2003/04/02.
3. Haley S, Coster W, Ludlow L, Haltiwanger J, Andrellos P.
Pediatric Evaluation of Disability Inventory (PEDI). Boston:
New England Medical Center Hospitals; 1992.
4. Missiuna C, DeMatteo C, Hanna S, Mandich A, Law M,
Mahoney W, Scott L. Exploring the use of cognitive
intervention for children with acquired brain injury. Physical
& Occupational Therapy in Pediatrics 2010;30:205–219,
Epub 2010/07/09.
5. Katz-Leurer M, Rotem H, Keren O, Meyer S. Balance abilities
and gait characteristics in post-traumatic brain injury, cerebral
palsy and typically developed children. Developmental
Neurorehabilitation 2009;12:100–105.
6. Gagnon I, Swaine B, Friedman D, Forget R. Children show
decreased dynamic balance after mild traumatic brain injury.
Archives of Physical Medicine and Rehabilitation 2004;85:
444–451.
7. Rossi C, Sullivan SJ. Motor fitness in children and
adolescents with traumatic brain injury. Archives of
Physical Medicine and Rehabilitation 1996;77:1062–1065.
8. Galvin J, Lim BCJ, Steer K, Edwards J, Lee KJ. Predictors of
functional ability of Australian children with acquired brain
injury following inpatient rehabilitation. Brain Injury
2010;24:1008–1016.
9. Wright FV, Ryan J, Brewer K. Reliability of the Community
Balance and Mobility Scale (CB&M) in high-functioning
school-aged children and adolescents who have an acquired
brain injury. Brain Injury 2010;24:1585–1594.
10. Cramer SC, Sur M, Dobkin BH, O’Brien C, Sanger TD,
Trojanowski JQ, Rumsey JM, Hicks R, Cameron J, Chen D,
et al. Harnessing neuroplasticity for clinical applications.
Brain 2011;134:1591–1609, Epub 2011/04/13.
11. Penn PR, Rose FD, Johnson DA. Virtual enriched environments in paediatric neuropsychological rehabilitation following traumatic brain injury: Feasibility, benefits, and
challenges. Developmental Neurorehabilitation 2009;12:
32–43, Epub 2009/03/14.
12. Law M, King GA, Kertoy M, Hurley P, Rosenbaum P,
Young N, Hanna S. Patterns of participation in recreational,
leisure activities among children with complex physical
disabilities. Developmental Medicine & Child Neurology
2006;48:337–342.
13. Harris K, Reid D. The influence of virtual reality play on
children’s motivation. Canadian Journal of Occupational
Therapy 2005;72:9–21.
14. Jennings KD, Connors RE, Stegman CE. Does a physical
handicap alter the development of mastery motivation during
the preschool years? Journal of the American Academy of
Child & Adolescent Psychiatry 1988;27:312–317.
15. Laver KE, George S, Thomas S, Deutsch JE, Crotty M.
Virtual reality for stroke rehabilitation. Cochrane Database of
Systematic Reviews 2011;(9): Art. no. CD008349. DOI:
10.1002/14651858.CD008349.pub2.
16. Laufer Y, Weiss PL. Virtual reality in the assessment and
treatment of children with motor impairment: A systematic
review. Journal of Physical Therapy Education 2011;25:
59–71.
17. Levac DE, Galvin J. Facilitating clinical decision-making
about the use of virtual reality within paediatric motor
rehabilitation: Application of a classification framework.
Developmental
Neurorehabilitation
2011;14:177–184,
Epub 2011/05/10.
18. Wuang YP, Chiang CS, Su CY, Wang CC. Effectiveness of
virtual reality using Wii gaming technology in children with
down syndrome. Research in Developmental Disabilities
2011;32:312–321.
19. Saposnik G, Teasell R, Mamdani M, Hall J, McIlroy W,
Cheung D, Thorpe KE, Cohen LG, Bayley M. Effectiveness
of virtual reality using Wii gaming technology in stroke
rehabilitation: A pilot randomized clinical trial and proof of
principle. Stroke 2010;41:1477–1484, Epub 2010/05/29.
20. Sandlund M, McDonough S, Hager-Ross C. Interactive
computer play in rehabilitation of children with sensorimotor
disorders: A systematic review. Developmental Medicine &
Child Neurology 2009;51:173–179.
21. Snider L, Majnemer A, Darsaklis V. Virtual reality as a
therapeutic modality for children with cerebral palsy.
Developmental
Neurorehabilitation
2010;13:120–128,
Epub 2010/03/13.
22. Abdel R. Efficacy of virtual reality-based therapy on balance
in children with down syndrome. World Applied Sciences
Journal 2010;10:254–261.
23. WHO. 2001. International Classification of Function,
Disability and Health. World Health Organization.
Balance therapy for children with acquired brain injury
24.
25.
Dev Neurorehabil Downloaded from informahealthcare.com by University of British Columbia on 12/13/12
For personal use only.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
Available from http://www.who.int/classifications/icf/en/.
Accessed 12 August 2012.
Kratochwill TR, Hitchcock J, Horner RH, Levin JR, Odom
SL, Rindskopf DM, Shadish WR. Single-case design
technical documentation, Version 1 (Pilot). What Works
Clearinghouse; 2010. Available from http://ies.ed.gov/ncee/
wwc/documentsum.aspx?sid=229
Logan L, Hickman R, Harris S, Heriza C. Single-subject
research design: Recommendation for levels of evidence:
Quality rating. Developmental Medicine & Child Neurology
2008;50:99–103.
Seel RT, Dijkers MP, Johnston MV. Developing and using
evidence to improve rehabilitation practice. Archives of
Physical Medicine and Rehabilitation 2012;93:S97-S100.
Available
from
http://dx.doi.org/10.1016/j.apmr.
2012.04.008. Accessed 05 October 2012.
Williams E, Carroll S, Reddihough D, Phillips B, Galea M.
Investigation of the ‘‘timed up & go’’ test in children.
Developmental Medicine & Child Neurology 2005;
47:518–524.
Flansbjer U, Holmback A, Downham D, Patten C, Lexell J.
Reliability of gait performance tests in men and women with
hemiparesis after stroke. Journal of Rehabilitation Medicine
2005;37:75–82.
Gan S, Tung L, Tang Y, Wang C. Psychometric properties of
functional balance assessment in children with cerebral palsy.
Neurorehabilitation and Neural Repair 2008;22:745–753.
Betker A, Sztrum T, Moussavi Z, Nett C. Video game-based
exercises for balance rehabilitation: A single-subject design.
Archives of Physical Medicine and Rehabilitation
2006;87:1141–1149.
Katz-Leurer M, Fisher I, Neeb M, Schwartz I, Carmeli E.
Reliability, validity of the modified functional reach test at the
sub-acute stage post-stroke. Disability & Rehabilitation
2009;31:243–248.
Clark RA, Bryant AL, Pua Y, McCrory P, Bennell K,
Hunt M. Validity and reliability of the Nintendo Wii Balance
Board for assessment of standing balance. Gait and Posture
2010;31:307–310.
Tokan GHS, Gill-Body K, Dumas H. Item-specific functional recovery in children and youth with acquired brain
injury. Pediatric Physical Therapy 2003;15:16–22.
Nichols DCS. Reliability and validity of the pediatric
evaluation of disability inventory. Journal of Pediatric
Physical Therapy 1996;8:15–24.
Ziviani J, Ottenbacher K, Shephard K, Foreman S,
Astbury W, Ireland P. Concurrent validity of the Functional
Independence Measure for Children (WeeFIM) and the
Pediatric Evaluation of Disabilities Inventory in children
36.
37.
38.
39.
40.
41.
42.
43.
44.
45.
46.
15
with developmental disabilities and acquired brain injuries.
Occupational Therapy in Pediatrics 2002;21:91–101.
Forsyth R, Thuy V, Salorio C, Christensen J, Holford N.
Review: Efficient rehabilitation trial designs using disease
progress modeling: A pediatric traumatic brain injury
example. Neurorehabilitation and Neural Repair 2010;24:
225–234, Epub 2009/12/05.
Chu B, Millis S, Arango-Lasprilla J, Novack T, Hart T.
Measuring recovery in new learning and memory following
traumatic brain injury: A mixed-effects modeling approach.
Journal of Clinical and Experimental Neuropsychology
2007;29:617–625.
Forsyth R, Salorio C, Christensen J. Modelling early recovery
patterns after paediatric traumatic brain injury. Archives of
Disease in Childhood 2009;95:266–270.
Lee T, Schmidt R. Motor control and learning: A behavioural
emphasis, 4th ed. Champaign, IL: Human Kinetics; 2005.
pp 301–432.
Halton J. Rehabilitation with the Nintendo Wii: Experiences
at a rehabilitation hospital. Occupational Therapy Now
2010;23:11–14.
Gil-Gomez J, Llorens R, Alcaniz M, Colomer C.
Effectiveness of a Wii balance board-based system for balance
rehabilitation: A pilot randomized clinical trial in patients
with acquired brain injury. Journal of NeuroEngineering and
Rehabilitation
2011;8:1–9.
Available
from
http://
www.ncbi.nlm.nih.gov/pmc/articles/PMC3120756/10.1186/
1743-0003-8-30. Accessed 03 April 2012.
Bendixon R, Krieder C. Review of occupational therapy
research in the practice area of children and youth. American
Journal of Occupational Therapy 2011;65:351–359.
Levac D, Rivard L, Missiuna C. Defining the active
ingredients of interactive computer play interventions for
children with neuromotor impairments: A scoping review.
Research in Developmental Disabilities 2012;33:214–223,
Epub 2011/11/19.
Katz-Leurer M, Rotem H, Lewitus H, Keren O, Meyer S.
Relationship between balance abilities and gait characteristics
in children with post-traumatic brain injury. Brain Injury
2008;22:153–159.
Levac D, DeMatteo C. Bridging the gap between theory and
practice: Dynamic systems theory as a framework for understanding and promoting recovery of function in children and
youth with acquired brain injuries. Physiotherapy Theory and
Practice 2009;25(8):544–554, Epub 2009/11/21.
Bland DC, Zampieri C, Damiano DL. Effectiveness of
physical therapy for improving gait and balance in individuals
with traumatic brain injury: A systematic review. Brain Injury
2011;25(7–8):664–679, Epub 2011/05/13.
Appendix
Table A.I. Wii-Fit games.
Games
Soccer heading
Ski jump
Ski slalom
Snowboard slalom
Table tilt
Tightrope walk
Balance bubble
Penguin slide
Lotus focus
Description and movements required
Lateral weight shifting over wide base of support on balance board to head the balls on the screen
Squat with knees bent on balance board until approaching the jump, then extend, and maintain position
Anterior, posterior, and lateral weight shifting to pass between the flags with feet parallel on the balance board
Anterior and posterior weight shifting to pass between the flags with one foot in front of the other on the
balance board
Weight shifting left, right, forward, and back to tilt the balls into the holes
Walk on the spot on the balance board to move the character across the tightrope on the screen
Guide the character down the river by shifting body weight left, right, front, and back
Lateral weight shifting to both left and right to tilt the iceberg, combined with squat and rising up to feed the
penguin
Sit on the balance board with legs folded. If that is difficult, sit with legs unfolded