Realidad virtual inmersiva y ejercicio terapéutico como herramienta de rehabilitación pediátrica en Enfermedad de Castleman multicéntrica idiopática-TAFROestudio de caso

  1. Pablo Campo-Prieto 1
  2. Maria Tallón García 2
  3. Gustavo Rodríguez-Fuentes 1
  4. Cancela-Carral, Jose Mª 1
  1. 1 Universidade de Vigo
    info

    Universidade de Vigo

    Vigo, España

    ROR https://ror.org/05rdf8595

  2. 2 Unidad de hemato-oncología pediátrica, Hospital Álvaro Cunqueiro de Vigo
Revista:
Retos: nuevas tendencias en educación física, deporte y recreación

ISSN: 1579-1726 1988-2041

Ano de publicación: 2024

Número: 56

Páxinas: 959-965

Tipo: Artigo

Outras publicacións en: Retos: nuevas tendencias en educación física, deporte y recreación

Resumo

Background. Therapeutic exercise has shown to be useful as a complementary therapy in the management of oncological processes and in severe pediatric chronic pathology, achieving benefits in different dimensions. Active video games or exergames with immersive virtual reality (IVR) could facilitate the practice of regular physical activity in this population at home. Material and methods. A 17-year-old adolescent survivor of idiopathic multicentric Castleman disease-TAFRO participated in a home-based exercise program with IVR for 8 weeks. The primary objective was to evaluate the feasibility of the program and the secondary objectives were to evaluate changes in physical and cognitive domains. Results. The intervention was feasible and safe. The scheduled sessions were completed and there were no adverse effects from IVR exposure. Usability was high (95%) and game experiences and perceived satisfaction with the program were positive. Regarding to the physical and cognitive domains, the results were generally significantly better in the post-intervention assessment, highlighting improvements of over 30% in the strength and functionality of the lower limbs, even under the interference of a cognitive task. Conclusions. This study highlights a novel approach to bring the regular practice of physical activity closer through exergames, showing potential benefits in the patient's physical and functional abilities and also suggesting an improvement in their emotional well-being through distracting strategies

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