Balance quantification with videogame: pilot study

2014 
generation video games (VG) propose various balancing tests to asses stability of the user. However, the parameters used to provide the score of these tests are not reported in the literature, as well as their relation to clinical practice and user functionality. Objective: The objective of this study was to correlate the scores obtained by balancing tests of VG with kinetic variables provided by a force platform in simultaneous measurements. Method: This pilot study included two subjects with stroke and two with traumatic brain injury. Kinetic variables acquired were: area, velocity and root mean square of center of pressure position in the medial-lateral and anterior-posterior directions. Kinetic variables have been processed in Matlab 7.0® and correlated with the score provided by the console (balancing tests: Single-leg test -SL- and Steadiness test - ST -) using the Pearson correlation coefficient with p < 0.05. Results: A moderate correlation was found between the SL score and RMSy (r = 0.5839). When comparing the ST score to the variables: area (r = 0.8164), RMSx (r = -0.6418) and RMSy (r = -0.8094) the correlation was moderate to strong. Conclusion: No correlation was found with none of the tests of the console when compared with the velocity of displacement of the center of pressure measured on the force platform. It is concluded that the score of VG presented significant correlation with kinetic variables, but the method is impractical for being employed in clinical evaluation.
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