The improvement of specific skills in various areas of physical functioning, psychosocial and family are influenced by participation and increase the quality of life of children with cerebral palsy. So using the game can make the treatment more attractive and functionality on the of functional impact of children with cerebral palsy. Objective: To analyze the impact of a virtual reality program on participation and quality of life of school-age children with cerebral palsy. Method: Participants of the study children with cerebral palsy of both sexes, aged between 6 and 12 years and their parents or caregivers. The intervention will consist of therapy with the use of video games WII and X-BOX for four weeks, each session being one hour, three times a week. Before starting the intervention each participant will be classified in Gross Motor Classification System (GMGCS), the Manual Ability Classification System (MACS), the Functional Mobility Scale (FMS) and evaluated the Gross Motor Skill (GMFM). Parents or caregivers answer the questionnaires: (a) KIDSCREEN, (b) PEM-CY and (c) CPQOL-Child version for caregivers. After the intervention program with virtual reality the children will be re-evaluated with the GMFM and parents respond again questionnaires on quality of life and participation. Hypothesis: The use of the game in a systematic way allows an improvement in participation in different contexts and quality of life of children with cerebral palsy at school age.
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