Submission ID 116797

Issue/Objective Cerebral palsy (CP) is a non-progressive brain injury that affects 1.6 out of every 1,000 children globally. In low- and middle-income countries (LMICs), limited access to rehabilitation services significantly impacts the lives of children with CP. Innovative technology-based interventions, such as 3D printing, virtual reality, and telerehabilitation, offer cost-effective solutions for improving motor function in these resource-limited settings. This scoping review explored and identified the role of emerging rehabilitation technologies for children with CP in LMICs and identified implementation challenges and opportunities.
Methodology/Approach We conducted a scoping review following Arksey and O'Malley's framework to identify technologies used in rehabilitations for children living with Cerebral Palsy in LMIC's. We searched three databases PubMed, Web of Science, and Scopus for studies published from 2015 onward, and two independent reviewers screened and selected articles based on comprehensive inclusion and exclusion criteria. We extracted the data to capture key study characteristics including intervention types, outcomes, and implementation contexts.
Results A total of 1,788 titles and abstracts were screened, resulting in 243 full-text articles reviewed and 11 studies included. The included studies described various technology-based interventions including Kinect sensors, augmented reality, and exergaming platforms such as the Wii across four LMICs, Egypt, Jordan, Pakistan and India. These technologies alongside traditional rehabilitation methods showed improvement in motor skills, boosting engagement, and increasing motivation. However, the high cost of equipment was a major barrier to implementation.
Discussion/Conclusion Expanding the integration of gamified rehabilitation (e.g., Kinect, Wii-based exergaming, and augmented reality) into pediatric rehabilitation programs in LMICs shows promise. Policymakers and healthcare providers should support the adoption of interactive rehabilitation tools that are engaging and safe to use. Developing accessible and affordable alternatives to high-cost VR equipment such as computer-based rehabilitation games, could increase accessibility of rehabilitation services. Additionally, subsidizing costs and integrating these technologies into existing healthcare systems will help bridge gaps in rehabilitation service provision and improve access for all children with CP in LMICs.
Presenters and affiliations Zahra Lalani Faculty of Health Sciences, School of Interdisciplinary Health Sciences, University of Ottawa
Salena Aggerwal Faculty of Health Sciences, School of Interdisciplinary Health Sciences, University of Ottawa
Jennifer O'Neil Faculty of Health Sciences, School of Rehabilitation Sciences, University of Ottawa
x

Loading . . .
please wait . . . loading

Working...