PTOTSLPPilotChild: care, health and development2025

Visuomotor Integration Assessment Using Immersive Virtual Reality for Children With Cerebral Palsy: A Pilot Study.

Minxin Cheng, Alexa Craig, Danielle E Levac

PMID 40148004

WHAT IT FOUND

In 12 children with cerebral palsy, immersive VR did not correlate with standard paper-and-pencil visuomotor scores.

Children were less accurate in VR than on a touchscreen. Adding visual distractions consistently worsened eye tracking, while hand accuracy sometimes improved.

Key findings

01Performance on the VR reaching task did not correlate with scores on the Beery-Buktenica visual-motor integration test.

02Children demonstrated reduced eye and hand endpoint accuracy in immersive VR compared to a touchscreen, taking longer to complete tasks.

03Adding visual distractions to the VR environment consistently reduced eye endpoint accuracy for all participants.

STILL TO COME

How it was doneWhat they foundWhat it means for PTsWhat it means for OTsWhat it means for SLPs

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What it does not show

The sample size was very small (12 children), limiting statistical power and preventing comparisons across different functional levels. There was no typically developing control group, so it is unclear if the reduced accuracy in VR is specific to cerebral palsy or a general effect of the technology. The order of tasks was not randomized, which may have influenced performance due to practice or fatigue. The VR environment lacked haptic (touch) feedback, which fundamentally changes how motor tasks are performed compared to the real world. Data loss occurred due to difficulties with eye tracking calibration and head movement in the clinical setting.

Declared interests

The authors declared no conflicts of interest. The study was funded by the American Academy for Cerebral Palsy and Developmental Medicine.

The easy way to misread this

Do not interpret VR performance as a measure of a child's real-world visuomotor integration ability. The study found no correlation between VR tasks and the standard Beery-Buktenica test, and the VR environment lacked touch feedback, which alters motor performance.

Read it on PubMed →