Xbox in the Rehabilitation of Chronic Traumatic Brain Injury
"Feasibility and Efficacy of Virtual Reality With Xbox Kinect in the Rehabilitation of Cronic Traumatic Brain Injuries: a Randomized Controlled Trial".
2 other identifiers
interventional
21
1 country
1
Brief Summary
Traumatic brain injury is an extremely common disease, it counts 50.000 deaths and 235.000 hospitalizations every year. Functional consequences of an acquired brain injury have a considerable impact on quality of lives of patients and care-givers with direct effects on balance, mobility and on psycho-social functions. Attention deficits are one of the most frequent and disabling consequences of severe brain injury. Within the wide spectrum of attentive problems, patients with traumatic brain injury frequently have shown difficulties in divided attention. Patients, care-givers and professionals frequently refer difficulties also in selective attention and vigilance as consequence of the trauma. It has been shown how these difficulties are tightly related with the missed return to work after two years from the injury. The hypothesis of this study is to investigate the feasibility of a rehabilitative protocol on gaming using the console Xbox and its efficacy in improving balance, mobility, risk of falling, attentive functions (selective and divided attention) in subjects which have had a traumatic brain injury at least 12 months before.
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 Apr 2013
Typical duration 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
Study Start
First participant enrolled
April 1, 2013
CompletedFirst Submitted
Initial submission to the registry
April 5, 2013
CompletedFirst Posted
Study publicly available on registry
June 21, 2013
CompletedPrimary Completion
Last participant's last visit for primary outcome
May 1, 2016
CompletedStudy Completion
Last participant's last visit for all outcomes
May 1, 2016
CompletedFebruary 3, 2017
February 1, 2017
3.1 years
April 5, 2013
February 2, 2017
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Change from baseline in balance with Community Balance & Mobility Scale (CB&M)
1)A week prior to treatment beginning 2) the week after treatment 3)three months follow up.
Secondary Outcomes (5)
Timed Up and Go (TUG)
1)A week prior to treatment beginning 2) the week after treatment 3)three months follow up.
Unified Balance Scale (UBS)
1)A week prior to treatment beginning 2) the week after treatment 3)three months follow up.
Participation Objective, Participation Subjective Scale(POPS)
1)A week prior to treatment beginning 2) the week after treatment 3)three months follow up.
postural sway
1)A week prior to treatment beginning 2) the week after treatment 3)three months follow up.
Attentive functions evaluation Attentive functions evaluation
1)A week prior to treatment beginning 2) the week after treatment 3)three months follow up.
Study Arms (2)
gaming therapy (Xbox)
EXPERIMENTALSubjects belonging to the first group will receive a gaming therapy protocol using the Xbox console. They will receive 24 sessions of treatment within 8 weeks (3 sessions per week). Patients will be required to concentrate in games whose major purposes are increasing balance, selective attention and attention shifting. During sessions the patient will be carefully controlled by a researcher who will prevent the risk of falling and impulsiveness reactions.
Dynamic balance platform training
ACTIVE COMPARATORControl group will receive the same amount of therapy (24 sessions) using a dynamic balance platform (Biodex).
Interventions
Eligibility Criteria
You may qualify if:
- Chronic traumatic brain injury (\>12 months)
- Age\>18, \<70 years old
- Presence of a moderate balance deficit identified by UBS with a score\>15 and \< 60 or presence of a selective attention and shifting attention deficit identified by the TEA computerized battery (Tau\<37).
You may not qualify if:
- Neurologic diseases associated with possible involvement of motor functions
- Medical conditions that could interfere with the safe conclusion of the study protocol
- Severe cognitive-behavioural diseases (LCF\<6),
- severe psychiatric diseases
- Use of walking aids
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Ferrara University Hospital
Ferrara, Italy, Italy
Related Publications (1)
Straudi S, Severini G, Sabbagh Charabati A, Pavarelli C, Gamberini G, Scotti A, Basaglia N. The effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study. BMC Neurol. 2017 May 10;17(1):86. doi: 10.1186/s12883-017-0871-9.
PMID: 28490322DERIVED
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Nino Basaglia, MD
Ferrara University 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
- Physical Medicine and Rehabilitation doctor
Study Record Dates
First Submitted
April 5, 2013
First Posted
June 21, 2013
Study Start
April 1, 2013
Primary Completion
May 1, 2016
Study Completion
May 1, 2016
Last Updated
February 3, 2017
Record last verified: 2017-02