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Effects of Virtual Reality–Assisted Physiotherapy on Motor Function and Balance in a Child with Spastic Cerebral Palsy: A Case Study


Authors : Dr. Shelina Jahan Tithi

Volume/Issue : ICVDRS 2026

Google Scholar : https://tinyurl.com/ycyfcn4n

Scribd : https://tinyurl.com/3dramp8w

DOI : https://doi.org/10.38124/ijisrt/26jun1593

Abstract : Background: Cerebral palsy (CP) is a non-progressive neurodevelopmental disorder characterised by impairments in motor control, balance, and functional mobility. Conventional physiotherapy remains the cornerstone of rehabilitation; however, maintaining motivation and facilitating effective motor learning in children with CP can be challenging. Virtual reality (VR)– assisted rehabilitation has emerged as a technology-supported intervention that may enhance engagement, task repetition, and neuroplasticity. Despite growing interest, evidence describing its individual-level clinical application remains limited.  Case Presentation: An 8-year-old child diagnosed with spastic diplegic cerebral palsy, classified as Level II on the Gross Motor Function Classification System (GMFCS), presented with difficulties in balance, gait, and functional mobility. The child demonstrated reduced postural control, impaired selective lower-limb movements, and limited participation during conventional therapy sessions.  Clinical Findings and Diagnosis: Based on clinical assessment and functional evaluation, impairments in gross motor function, dynamic balance, and gait quality consistent with spastic diplegic CP were identified. No additional neurological or musculoskeletal complications were noted.  Therapeutic Intervention: The child received a structured rehabilitation program combining VR-based task-oriented training with conventional physiotherapy. The intervention was administered for 45 minutes per session, five days per week, over a period of six weeks. The VR component emphasised goal-directed activities, dynamic balance tasks, and lower-limb motor control using interactive visual feedback to promote motor learning and engagement.  Outcomes: Post-intervention results showed clinically meaningful improvements in gross motor function, balance, gait parameters, postural control, selective lower-limb movement, and functional mobility (GMFM-88, Paediatric Balance Scale), along with increased motivation, participation, and therapy adherence.  Conclusion: This case report indicates that VR-assisted physiotherapy is a feasible and effective adjunct to conventional rehabilitation in children with spastic cerebral palsy, improving motor outcomes and engagement. Further controlled studies are needed to confirm long-term efficacy and optimise intervention parameters.

Keywords : Balance Training, Cerebral Palsy; Motor Learning; Paediatric Neurorehabilitation; Virtual Reality

Background: Cerebral palsy (CP) is a non-progressive neurodevelopmental disorder characterised by impairments in motor control, balance, and functional mobility. Conventional physiotherapy remains the cornerstone of rehabilitation; however, maintaining motivation and facilitating effective motor learning in children with CP can be challenging. Virtual reality (VR)– assisted rehabilitation has emerged as a technology-supported intervention that may enhance engagement, task repetition, and neuroplasticity. Despite growing interest, evidence describing its individual-level clinical application remains limited.  Case Presentation: An 8-year-old child diagnosed with spastic diplegic cerebral palsy, classified as Level II on the Gross Motor Function Classification System (GMFCS), presented with difficulties in balance, gait, and functional mobility. The child demonstrated reduced postural control, impaired selective lower-limb movements, and limited participation during conventional therapy sessions.  Clinical Findings and Diagnosis: Based on clinical assessment and functional evaluation, impairments in gross motor function, dynamic balance, and gait quality consistent with spastic diplegic CP were identified. No additional neurological or musculoskeletal complications were noted.  Therapeutic Intervention: The child received a structured rehabilitation program combining VR-based task-oriented training with conventional physiotherapy. The intervention was administered for 45 minutes per session, five days per week, over a period of six weeks. The VR component emphasised goal-directed activities, dynamic balance tasks, and lower-limb motor control using interactive visual feedback to promote motor learning and engagement.  Outcomes: Post-intervention results showed clinically meaningful improvements in gross motor function, balance, gait parameters, postural control, selective lower-limb movement, and functional mobility (GMFM-88, Paediatric Balance Scale), along with increased motivation, participation, and therapy adherence.  Conclusion: This case report indicates that VR-assisted physiotherapy is a feasible and effective adjunct to conventional rehabilitation in children with spastic cerebral palsy, improving motor outcomes and engagement. Further controlled studies are needed to confirm long-term efficacy and optimise intervention parameters.

Keywords : Balance Training, Cerebral Palsy; Motor Learning; Paediatric Neurorehabilitation; Virtual Reality

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Paper Submission Last Date
31 - August - 2026

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