基于虚拟现实技术的运动游戏在痉挛型脑性瘫痪患儿中的应用效果

周博, 唐苗, 张永芳

中国儿童保健杂志 ›› 2026, Vol. 34 ›› Issue (8) : 842-846.

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中国儿童保健杂志 ›› 2026, Vol. 34 ›› Issue (8) : 842-846. DOI: 10.11852/zgetbjzz2025-1296
数字康复与神经发育

基于虚拟现实技术的运动游戏在痉挛型脑性瘫痪患儿中的应用效果

  • 周博1, 唐苗2, 张永芳1
作者信息 +

Effects of virtual reality-based exercise games in children with spastic cerebral palsy

  • ZHOU Bo1, TANG Miao2, ZHANG Yongfang1
Author information +
文章历史 +

摘要

目的 探讨基于虚拟现实技术(VR)的运动游戏在痉挛型脑性瘫痪(CP)患儿中的应用效果,为优化患儿康复干预方案提供参考建议。方法 采用前瞻性随机对照试验,选取2024年3月—2025年1月在恩施土家族苗族自治州中心医院行康复治疗的痉挛型CP患儿为研究对象。以随机数字表法将224例患儿分为观察组和对照组各112例。对照组行常规康复方案,观察组同时给予基于VR的运动游戏,干预时间为16周。分别于治疗前1d、治疗8周后和治疗16周后,采用粗大运动功能评估量表88项(GMFM-88)、Berg 平衡量表(BBS)、改良Ashworth量表(MAS)评估患儿粗大运动功能、平衡功能和排肠肌、内收肌群痉挛程度。使用t检验和重复测量方差分析比较两组患儿各项指标变化。结果 治疗前,观察组和对照组患儿GMFM-88评分、BBS评分、腓肠肌MAS评分和内收肌群MAS评分比较,差异均无统计学意义(P>0.05)。重复测量方差分析结果显示,两组患儿GMFM-88、BBS、腓肠肌MAS、内收肌群MAS评分的时间、组间及交互效应均有统计学意义(P<0.001)。治疗16周后,观察组患儿的GMFM-88(51.60±14.27 vs. 44.37±13.69,t=3.869)及BBS评分(28.35±3.63 vs. 24.57±3.06,t=8.426)均高于对照组,腓肠肌MAS(2.12±0.38 vs. 2.50±0.47,t=-6.654)及内收肌群MAS评分(2.07±0.35 vs. 2.58±0.52,t=-8.611)均低于对照组,差异有统计学意义(P<0.001)。结论 基于VR的运动游戏弥补了常规康复方案的不足,可促进痉挛型CP患儿的运动功能康复,但其长期疗效仍需进一步验证。

Abstract

Objective To investigate the effects of virtual reality (VR)-based exercise games in children with spastic cerebral palsy, so as to provide evidence for optimizing rehabilitation interventions. Methods A prospective randomized controlled trial was conducted among 224 children with spastic cerebral palsy who received rehabilitation treatment at the Central Hospital of Enshi Tujia and Miao Autonomous Prefecture from March 2024 to January 2025. The participants were randomly assigned to observation group and control group using a random number table, with 112 children in each group. The control group received conventional rehabilitation therapy, while the observation group received additional VR-based exercise game training for 16 weeks. Gross motor function, balance, and spasticity of the gastrocnemius and adductor muscles were assessed using the Gross Motor Function Measure 88 (GMFM-88), Berg Balance Scale (BBS), and Modified Ashworth Scale (MAS), respectively, at 1 day before treatment, after 8 weeks of treatment, and after 16 weeks of treatment. Independent-samples t-test and repeated-measures analysis of variance were used for statistical analysis. Result Before intervention, there were no significant differences on GMFM-88 scores, BBS scores, and MAS scores for both the gastrocnemius and adductor muscles between the observation group and control group (P>0.05). Repeated measures analysis of variance (ANOVA) revealed that the main effects of time and group, as well as their interaction effects, were statistically significant for all four indicators (P<0.001). After 16 weeks of treatment, the observation group exhibited significantly higher GMFM-88 (51.60±14.27 vs. 44.37±13.69, t=3.869) and BBS scores (28.35±3.63 vs. 24.57±3.06, t=8.426) compared with the control group. Conversely, the MAS scores for the gastrocnemius (2.12±0.38 vs. 2.50±0.47, t=-6.654) and adductor muscles (2.07±0.35 vs. 2.58±0.52, t=-8.611) were significantly lower in the observation group than in the control group (P<0.001). Conclusion VR-based exercise games may be a useful adjunct to conventional rehabilitation for improving motor function in children with spastic cerebral palsy.

关键词

虚拟现实 / 运动游戏 / 痉挛型脑性瘫痪 / 运动功能 / 平衡 / 康复 / 儿童

Key words

virtual reality / exercise game / spastic cerebral palsy / gross motor function / balance / rehabilitation / children

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周博, 唐苗, 张永芳. 基于虚拟现实技术的运动游戏在痉挛型脑性瘫痪患儿中的应用效果[J]. 中国儿童保健杂志. 2026, 34(8): 842-846 https://doi.org/10.11852/zgetbjzz2025-1296
ZHOU Bo, TANG Miao, ZHANG Yongfang. Effects of virtual reality-based exercise games in children with spastic cerebral palsy[J]. Chinese Journal of Child Health Care. 2026, 34(8): 842-846 https://doi.org/10.11852/zgetbjzz2025-1296
中图分类号: R179   

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