Evidence map›Paper›PMID 41637429›Full record

ArticlePloS one2026

MightyU - A portable sensor-based video game application for exercise training of children and adolescents with cerebral palsy.

Lynn Eitner, Lennart Lücke, Elnaz Farshadfar, Christian Grüneberg, Christoph Maier, Almut Weitkämper, Bettina Menzen, Anja Burmann, Roman von Gehlen, Peter Konrad and 5 more

Abstract read
In one paragraph

Article in PloS one, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
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0citing papers in PubMed
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1 · What the graph read from 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.

2 · The registry

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

15 authors.

Lynn EitnerDepartment of Neuropaediatrics, University Children's Hospital, Ruhr University Bochum, Bochum, Germany.ORCID https://orcid.org/0000-0001-7143-5114
Lennart LückeDepartment of Neuropaediatrics, University Children's Hospital, Ruhr University Bochum, Bochum, Germany.ORCID https://orcid.org/0000-0002-6325-1996
Elnaz FarshadfarDivision of Physiotherapy, Bochum University of Applied Sciences, Germany.
Christian GrünebergDivision of Physiotherapy, Bochum University of Applied Sciences, Germany.
Christoph MaierDepartment of Neuropaediatrics, University Children's Hospital, Ruhr University Bochum, Bochum, Germany.
Almut WeitkämperDepartment of Neuropaediatrics, University Children's Hospital, Ruhr University Bochum, Bochum, Germany.
Bettina MenzenDepartment of Neuropaediatrics, University Children's Hospital, Ruhr University Bochum, Bochum, Germany.
Anja BurmannFraunhofer Institute for Software and Systems Engineering ISST, Dortmund, Germany.
Roman von GehlenVelamed GmbH Science in Motion, Medical Technology and Biomechanical Concepts, Cologne, Germany.
Peter KonradVelamed GmbH Science in Motion, Medical Technology and Biomechanical Concepts, Cologne, Germany.
Thomas ImmichCentigrade GmbH Saarbrücken, Germany.
Britta KarnCentigrade GmbH Saarbrücken, Germany.
Patrick FilipowiczMeap GmbH Agency for Communication and Design, Witten, Germany.
Maximilian PilkMeap GmbH Agency for Communication and Design, Witten, Germany.
Thomas LückeDepartment of Neuropaediatrics, University Children's Hospital, Ruhr University Bochum, Bochum, Germany.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

introductionTo prevent therapy fatigue and maintain motivation for daily home muscle training is important for children with cerebral palsy (CP). Therefore, we developed the computer-based Motion-controlled training tool MightyU. Its feasibility, short-term effectiveness and acceptance of the game in daily muscle training at home was now tested in children with varying degrees of motor impairment.

methodsA surface electromyography sensor detects muscle activation, which is translated into in-game actions. In this way, targeted muscle activity is used to collect coins during gameplay. 19 children with CP tested MightyU at home for a week on a predetermined muscle group of the upper or lower limbs. The feasibility analysis considered the number of refusals to participate in the study, voluntary use at home and feedback based on the Game Experience Questionnaire (GEQ). The evaluation of usability based on modified System Usability Scale (SUS). The training effect was assessed by analyzing the difference between collected coins before and after a one-week training.

resultsMightyU was refused by 2 of 21 children, 19 children (N = 9 female, 11.3 ± 2.9 years, gross motor function classification scale GMFCS I-IV) used it at home without adverse effects. All children and their families exhibited great interest in this game independent of age, intelligence quotient, severity of disability, targeted movement, and prior experience with computer games. Key results from the GEQ were positive, yet children evaluated the gaming experience more positively to their parents across all categories. Median SUS score was 83.3% (IQR: 75.0-91.7) for children and 79.2% (IQR: 66.7-91.7) for parents, indicating good perceived usability. Training led to improvement in collecting coins (41% increase).

conclusionThere is a fundamental interest amongst children with CP and their families for the pioneering therapy option MightyU due to its user satisfaction and usability, thereby potentially augmenting patient autonomy and compliance.

Indexed as

Cerebral PalsyExercise TherapyMobile ApplicationsVideo GamesAdolescentChildElectromyographyFemaleHumansMale

Identifiers

PMID41637429
PMCPMC12872008

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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.