Then we had Sarah McCoy with Virtual Reality (VR) and Serious Gaming to Enhance Intervention and Outcomes for Children with Neuromotor Disabilities.
I’ll address Sarah’s presentation in quick nuggets, as it built into specifics after the previous presentation.
— We need more research as most of the current research has small N and are almost exclusively in CP kids.
— These research articles are showing promise at the WHO ICF body structure and function improvements level. However, as we’ve discussed before, that doesn’t always translate into improvements in the more complex domains of activity and participation.
— It is also unclear how VR and serious games effect plasticity, participation, or prevention.
Now to apply VR/gaming in practice…
— We need to put our researcher hats on as mentioned in the previous post.
— Remember to look to the ICF to goal writing.
— Evaluate the game system that’s right for you and your patients before diving in.
— Consider using consoles already in place in patients’ homes as a way to increase activity and as part of an HEP.
— Just remember, that this is just one more tool in the tool box and certainly isn’t the be-all treatment modality.
— Kids are still kids and will bore quickly, so change it up often!
Short, sweet and sassy! Haha.