Trial reportPloS one2020
A biofeedback-enhanced therapeutic exercise video game intervention for young people with cerebral palsy: A randomized single-case experimental design feasibility study.
Trial report in PloS one, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT03677193 (Biofeedback-enhanced Interactive Computer-play for Youth With Cerebral Palsy), which is not on this map. Cited by 20 papers, 2 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Biofeedback-enhanced Interactive Computer-play for Youth With Cerebral Palsy: a Feasibility Pilot Study Measuring the Effect of Play on Wrist and Hand Activity
Who cites it
20 citing papers in PubMed, 2 syntheses or guidelines pooled it, 52 citations in OpenAlex.
- The use of virtual reality in the stimulation of manual function in children with cerebral palsy: a systematic review.Revista paulista de pediatria : orgao oficial da Sociedade de Pediatria de Sao Paulo · 2023Pooled it
- Upper Limb Physical Rehabilitation Using Serious Videogames and Motion Capture Systems: A Systematic Review.Sensors (Basel, Switzerland) · 2020Pooled it
- Lessons learned while exploring the impact of movement-tracking feedback on the experiences of children with neuromotor disorders taking part in interactive home exercise programs: a multi-case mixed methods study.Journal of neuroengineering and rehabilitation · 2026Trial
- Feasibility of a home-based home videogaming intervention with a family-centered approach for children with cerebral palsy: a randomized multiple baseline single-case experimental design.Journal of neuroengineering and rehabilitation · 2024Trial
- sEMG-controlled forearm bracelet and serious game-based rehabilitation for training manual dexterity in people with multiple sclerosis: a randomised controlled trial.Journal of neuroengineering and rehabilitation · 2023Trial
- Digital health technologies for supporting home-based rehabilitation and management of children with cerebral palsy: a scoping review.BMJ open · 2026Article
- Virtual Reality-Assisted Rehabilitation for Adolescents with Cerebral Palsy: A Systematic Review and Meta-Analysis.Journal of clinical medicine · 2026Review
- Assessing Motivation in Cerebral Palsy During Rehabilitation: A Systematic Review.Brain sciences · 2026Review
- MightyU - A portable sensor-based video game application for exercise training of children and adolescents with cerebral palsy.PloS one · 2026Article
- A scoping review of coaching in occupational therapy: Mapping methods, populations and outcomes.Australian occupational therapy journal · 2024Article
- Biomechanical Examination of Wrist Flexors and Extensors with Biodex System Dynamometer-Isometric, Isokinetic and Isotonic Protocol Options.Medicina (Kaunas, Lithuania) · 2024Article
- Article
- A Scoping Review of the Serious Game-Based Rehabilitation of People with Cerebral Palsy.International journal of environmental research and public health · 2023Article
- Playfulness and New Technologies in Hand Therapy for Children With Cerebral Palsy: Scoping Review.JMIR serious games · 2023Article
- Effectiveness of training in expressing positive emotions, reacting to change and greeting peers after childhood traumatic brain injury: a single-case experimental study.Frontiers in psychology · 2023Article
- Article
- An sEMG-Controlled Forearm Bracelet for Assessing and Training Manual Dexterity in Rehabilitation: A Systematic Review.Journal of clinical medicine · 2022Review
- Effects of EMG-Controlled Video Games on the Upper Limb Functionality in Patients with Multiple Sclerosis: A Feasibility Study and Development Description.Computational intelligence and neuroscience · 2022Article
- Review
- A pilot study to evaluate the efficacy of robotic biofeedback based upper limb rehabilitation in children with hemiplegic cerebral palsy.Medical journal, Armed Forces IndiaArticle
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors at 3 institutions in 2 countries.
Funding
Abstract
IMPORTANCE/
backgroundMovement-controlled video games have potential to promote home-based practice of therapy activities. The success of therapy gaming interventions depends on the quality of the technology used and the presence of effective support structures.
aimThis study assesses the feasibility of a novel intervention that combines a co-created gaming technology integrating evidence-based biofeedback and solution-focused coaching (SFC) strategies to support therapy engagement and efficacy at home.
methodsFollowing feasibility and single-case reporting standards (CONSORT and SCRIBE), this was a non-blind, randomized, multiple-baseline, AB, design. Nineteen (19) young people with cerebral palsy (8-18 years old) completed the 4-week home-based intervention in France and Canada. Participant motivations, personalized practice goals, and relevance of the intervention to daily activities were discussed in a Solution Focused Coaching-style conversation pre-, post-intervention and during weekly check-ins. Participants controlled a video game by completing therapeutic gestures (wrist extension, pinching) detected via electromyography and inertial sensors on the forearm (Myo Armband and custom software). Process feasibility success criteria for recruitment response, completion and adherence rates, and frequency of technical issues were established a priori. Scientific feasibility, effect size estimates and variance were determined for Body Function outcome measures: active wrist extension, grip strength and Box and Blocks Test; and for Activities and Participation measures: Assisting Hand Assessment (AHA), Canadian Occupational Performance Measure (COPM) and Self-Reported Experiences of Activity Settings (SEAS).
resultsRecruitment response (31%) and assessment completion (84%) rates were good and 74% of participants reached self-identified practice goals. As 17% of technical issues required external support to resolve, the intervention was graded as feasible with modifications. No adverse events were reported. Moderate effects were observed in Body Function measures (active wrist extension: SMD = 1.82, 95%CI = 0.85-2.78; Grip Strength: SMD = 0.63, 95%CI = 0.65-1.91; Box and Blocks: Hedge's g = 0.58, 95%CI = -0.11-1.27) and small-moderate effects in Activities and Participation measures (AHA: Hedge's g = 0.29, 95%CI = -0.39-0.97, COPM: r = 0.60, 95%CI = 0.13-0.82, SEAS: r = 0.24, 95%CI = -0.25-0.61).
conclusionA definitive RCT to investigate the effectiveness of this novel intervention is warranted. Combining SFC-style coaching with high-quality biofeedback may positively engage youth in home rehabilitation to complement traditional therapy.
trial registrationClinicalTrials.gov, U.S. National Library of Medicine: NCT03677193.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.