Video game–based neurohabilitation for upper limb motor recovery in pediatric patients with spastic hemiparesis
Ramírez-Graullera YS; Cano-Gómez M; Alvarez-López JM; Escalante-Gonzalbo AM; Cárdenas-Rodríguez N; Mendoza-Torreblanca JG; Naranjo-Albarrán L; Espinosa-Garamendi E (2026). Video game?based neurohabilitation for upper limb motor recovery in pediatric patients with spastic hemiparesis 7
Introduction – Pediatric spastic hemiparesis, a frequent consequence of cerebral palsy (CP), results in motor impairments that limit functionality and independence. Recent advances in interactive technology have introduced therapeutic video games as innovative tools in neurohabilitation, aiming to increase motivation and support motor recovery. This study evaluated the feasibility, usability, safety and potential motor outcomes associated with a video game–based neurohabilitation platform on upper limb function in children with spastic hemiparesis. Methods – An uncontrolled pre-post intervention design was applied to nine children aged 6–12 years who participated in a 10-week intervention program consisting of 45-min sessions twice per week via therapeutic video games designed to promote reaching, grasping, and bimanual coordination. Functional outcomes were assessed before and after the intervention via the Fugl Meyer Assessment for Upper Extremity (FMA-UE), the Quality of Upper Extremity Skills Test (QUEST) and the Manual Ability Classification System (MACS). Satisfaction and usability questionnaires were also administered to participants and caregivers. Results – Postintervention scores were significantly higher for the FMA-UE (p = 0.014) and QUEST (p = 0.004). Changes in MACS classifications were also observed (p = 0.048). The participants and caregivers described the video games as enjoyable and motivating. No adverse events occurred, and overall, the children reported no pain or discomfort during the intervention. Conclusion – These preliminary findings provide descriptive evidence regarding the feasibility, safety, and acceptability of the proposed video game-based neurohabilitation platform and suggest possible associations with improvements in upper limb motor function in children with spastic hemiparesis. Larger controlled studies are needed to determine treatment effectiveness and long-term clinical impact.