©The Author(s) 2023.
World J Clin Cases. Dec 26, 2023; 11(36): 8595-8602
Published online Dec 26, 2023. doi: 10.12998/wjcc.v11.i36.8595
Published online Dec 26, 2023. doi: 10.12998/wjcc.v11.i36.8595
Table 1 Components and tasks involved in the video game-based intervention
| Component | Movements | Game |
| Warm up | Upper limb movements side | Dance central: Poker face |
| Stepping | Kinect adventures: Space pop | |
| Marching | Motion explosion: Balance beam | |
| Balance | Single leg stance | Kinect adventures: 20000 leaks |
| Weight shifting | Kinect sports: Target kick | |
| Ice age 4: Slip slider | ||
| Strength | Kicking | Kinect sports: Target kick |
| Jumping | Kinect adventures: River rush | |
| Marching | Kinect sports: Hurdles | |
| Kinect sports: Sprint | ||
| Endurance | Combination of marching, squatting, jumping, and upper limb movements | Ice age 4: Glacier hopper |
| Kinect adventures: Rally ball | ||
| Cool down | Upper limb movements Stepping | Kinect adventures: Space pop Motion explosion: Balance beam |
- Citation: Mohd Iqbal HA, Ho WS, Zanudin A, Hisham H, Mohd Nordin NA. Effects of video game-based therapy in an adolescent with cerebral palsy: A case report. World J Clin Cases 2023; 11(36): 8595-8602
- URL: https://www.wjgnet.com/2307-8960/full/v11/i36/8595.htm
- DOI: https://dx.doi.org/10.12998/wjcc.v11.i36.8595