Study Stopped
We unfortunately experienced recruitment difficulties with this study for the past few years.
The Efficacy of Balance Gaming as an Adjunct to Vestibular Rehabilitation Therapy
1 other identifier
interventional
7
1 country
1
Brief Summary
Patients with a unilateral vestibular loss often complain of dizziness and imbalance. Movement usually increases these symptoms often resulting in patients avoiding these movements, causing further limitations in their activities of daily living. Vestibular Rehabilitation (VR) involves a series of adaptation and balance exercises to improve symptoms of postural stability. There is evidence that stroke patients gain benefit in their rehabilitation from using gaming consoles (Nintendo Wii Balance) and we believe that similar advantages can be shown for balance patients. We plan a 3 arm study. As there is a considerable wait list for VR, the first arm will receive a Wii console and instructions to use it on the wait list and during VR. The second arm will receive a Wii console and instructions at the end of the waiting list and will use it during VR only and the control group will receive no Wii. All will spend the same time on the wait list and will receive identical assessments and VR
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started Mar 2011
Longer than P75 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
February 16, 2011
CompletedFirst Posted
Study publicly available on registry
February 28, 2011
CompletedStudy Start
First participant enrolled
March 1, 2011
CompletedPrimary Completion
Last participant's last visit for primary outcome
June 1, 2016
CompletedStudy Completion
Last participant's last visit for all outcomes
June 1, 2016
CompletedOctober 27, 2016
October 1, 2016
5.3 years
February 16, 2011
October 25, 2016
Conditions
Keywords
Outcome Measures
Primary Outcomes (4)
Dizziness Handicap Index
Dynamic Gait index assessed by questionnaire at initial assessment (t=0) and then at 6 (midway through wait list), 12 (beginning of vestibular rehabilitation) and 18 weeks (end of vestibular rehabilitation) All groups compared at baseline
t=0 (at initial assessment)
Dizziness Handicap Index
Dynamic Gait index assessed by questionnaire at initial assessment (t=0) and then at 6 (midway through wait list), 12 (beginning of vestibular rehabilitation) and 18 weeks (end of vestibular rehabilitation) Group 1 (Wii during wait list and Vestibular Rehab) compared to Group 3 (Control)
t=6 weeks
Dizziness Handicap Index
Dynamic Gait index assessed by questionnaire at initial assessment (t=0) and then at 6 (midway through wait list), 12 (beginning of vestibular rehabilitation) and 18 weeks (end of vestibular rehabilitation) Group 1 (Wii during wait list and Vestibular Rehab) compared to Group 3 (Control) All groups compared as a baseline before Vestibular Rehab
t=12 weeks
Dizziness Handicap Index
Dynamic Gait index assessed by questionnaire at initial assessment (t=0) and then at 6 (midway through wait list), 12 (beginning of vestibular rehabilitation) and 18 weeks (end of vestibular rehabilitation) Group 2 (Wii during Vestibular Rehab only) compared to Group 3 (Control)
t=18 weeks
Secondary Outcomes (3)
Modified Clinical Test of Sensory Interaction on Balance
t=0 (at initial assessment), t=6 weeks, t=12 weeks, t=18 weeks
Activity Specific Balance Confidence Scale
t=0 (at initial assessment), t=6 weeks, t=12 weeks, t=18 weeks
Dynamic Gait Index score
t=0 (at initial assessment), t=12 weeks, t=18 weeks
Study Arms (3)
Control
NO INTERVENTIONNo Wii balance gaming undertaken
Wii during vestibular rehab only
ACTIVE COMPARATORTo start Wii Balance Gaming from the beginning of vestibular rehabilitation.
Wii whilst on waiting list and rehab
ACTIVE COMPARATORWii Balance Gaming whilst on waiting list for vestibular rehabilitation. To continue with Wii Balance Gaming until end of vestibular rehabilitation.
Interventions
Use of Nintendo Wii Balance Gaming system
Eligibility Criteria
You may qualify if:
- Unilateral vestibular loss
- Uncompensated
- Present for \>6 months
You may not qualify if:
- Age \<18 years
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Toronto General Hospital
Toronto, Ontario, M5G 2C4, Canada
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
John A Rutka, MD FRCS(C)
Toronto General Hospital
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- OUTCOMES ASSESSOR
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Assistant Professor
Study Record Dates
First Submitted
February 16, 2011
First Posted
February 28, 2011
Study Start
March 1, 2011
Primary Completion
June 1, 2016
Study Completion
June 1, 2016
Last Updated
October 27, 2016
Record last verified: 2016-10