KOLLECT: Virtual Reality Rehabilitation for Youth with Cerebral Palsy
(H. Ayaz, P. Diefenbach, M. O’Neil, P. Shewokis)
Abstract: Active video games (AVGs) and virtual reality (VR) systems are promising strategies to motivate youth with CP to adhere to exercise program. Commercial AVGs don’t have flexible gaming parameters to meet the needs of youth with CP and they do not have adequate data banking systems. KOLLECT is such a rehabilitation AVG and VR system. In order to prove the technology the team will engage in a series of field experiments with youth with CP (n=21) who are 8-18 years old. In each experiment (or session), youth will play 2-3 games (30-40 minutes each) while physical and neural health functional measures are recorded. Youth and parents will complete questionnaires to rate gaming experiences. Rehabilitation providers (n=8) will complete questionnaires to examine clinical utility and feasibility. Descriptive analyses will be done on all measures. To assess differences across games and sessions general linear mixed effects models using repeated measures will be conducted. Select demographic and fitness parameters will be used as covariates. Correlational analyses between neural and physical health will be performed to examine relationships. The team anticipates that youth will improve on physical health and that youth, parents and rehabilitation providers will report higher ratings after each KOLLECT session. KOLLECT can fill a critical rehabilitation need by motivating youth with CP to adhere to fun exercise programs to improve health.
The start-up EnAble Games has formed around this technology. The faculty team is seeking executive leadership who will raise the necessary capital to launch the product. Please contact Kathie Jordan, Coulter Program Director, firstname.lastname@example.org, for an introduction to the faculty team.