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Commentary on “Effects of a Gaming Platform on Balance Training for Children With Cerebral Palsy”

“How should I apply this information?” As seen in standard practice with children diagnosed with cerebral palsy, it is fundamental that we address balance deficits with balance training and core strengthening. This article studies balance training through forward, lateral, and multidirectional trunk movements. As expected, the children in the intervention group, playing computer games using the platform, showed greater improvements when compared with the control group. This implies to the clinician that engaging a child in meaningful, age-appropriate activities results in better outcomes. With gaming consoles becoming more commercially available, the implication for carryover into the home can promote adherence to a home exercise program, social relatedness with siblings and peers, and address the role and participation of the child directly. “What should I be mindful about in applying this information?” While the authors of the study found a novel way to address balance training in children with cerebral palsy, the reader should be aware that balance deficits in this population are multifactorial. Using a consumer-friendly gaming system, like any other intervention, should be customized to meet the individual needs of the child, as assessed by a skilled clinician. In recent years, gaming consoles have incorporated movement and physical activity into their video games using light-emitting diode (LED) controllers and standing platforms to encompass full-body interactions. As these interactive games have become more commercially available to children and families, it is important to remember the cost, space, and resources that are required for use. Finding alternative interventions that can incorporate similar aspects of motivation, social relatedness, and feedback for each individual child should be explored.