PedBotLab: A Novel Video Game-Based Robotic Ankle Platform Created for Therapeutic Exercise for Children With Neurological Impairments.
Justine Belschner, Catherine Coley, Staci Kovelman and 7 others
PMID 38419343WHAT IT FOUND
Children with neurological conditions improved ankle range and strength after playing video games on a robotic platform, but walking speed did not change.
The small sample size means these gains are promising but not proven.
Key findings
01Ankle range of motion and strength improved significantly with large effect sizes, but gait speed measures showed no statistically significant improvement.
02Participants reported no injuries, though some experienced muscle fatigue and soreness comparable to traditional exercise.
03Most participants completed the full 20-session protocol, but few adhered to the planned twice-weekly schedule due to travel distance.
STILL TO COME
How it was doneWhat they foundWhat it means for PTs
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What it does not show
Very small sample size (10 participants) limits generalizability. Lack of a control group means natural history or other therapies could have contributed to improvements. Poor adherence to the twice-weekly schedule due to travel distance may have limited potential gains. Game graphics were perceived as simple or boring by some participants, potentially affecting engagement. Outcome measures for gait speed may have been affected by patient effort and footwear inconsistencies.
Declared interests
The authors were part of the rehabilitation robotics team and served as investigators; the study was funded by NIH and other government sources. No commercial conflicts were declared, but the authors developed the device.
The easy way to misread this
Do not assume this device improves walking speed or functional mobility. The study found significant gains in ankle range and strength, but gait speed measures showed no statistically significant change, and the small sample size prevents firm conclusions about efficacy.