NCT02735265

Brief Summary

Virtual reality balance training has already been used in stroke rehabilitation, and previous studies supported that could improve balance ability. Although the treatment effects were supported in studies, there are still limitations in clinical intervention and the study power is not enough. Study will use Kinect for Xbox games for balance intervention. Investigators will recruit 60 patients with chronic stroke from Shung-ho hospital clinical rehabilitation and randomly assign participants to "standard treatment plus virtual reality group" (N=30) and "standard treatment only group" (N=30). There are total 12 sessions (2 times weekly) for both groups. Investigators will assess subjects' ability for 3 times (pre- and post-intervention, follow up in post 3 month).Investigators will also record the pleasure scale and adverse event after every training session. Hypothesis is that Kinect for Xbox intervention can significantly improve subjects' balance ability, confidence of balance, ADL, and QOL compared to the conventional rehabilitation. It may help to develop a new clinical model of virtual reality training for patients with chronic stroke.

Trial Health

100
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
60

participants targeted

Target at P50-P75 for not_applicable stroke

Timeline
Completed

Started Feb 2015

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

Study Start

First participant enrolled

February 1, 2015

Completed
1 year until next milestone

Primary Completion

Last participant's last visit for primary outcome

February 1, 2016

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

February 1, 2016

Completed
2 months until next milestone

First Submitted

Initial submission to the registry

March 21, 2016

Completed
22 days until next milestone

First Posted

Study publicly available on registry

April 12, 2016

Completed
Last Updated

April 12, 2016

Status Verified

March 1, 2016

Enrollment Period

1 year

First QC Date

March 21, 2016

Last Update Submit

April 11, 2016

Conditions

Keywords

RehabilitationVirtual reality

Outcome Measures

Primary Outcomes (1)

  • Berg Balance Scale

    balance function

    Change from Baseline at 6 weeks and 3 month follow up

Secondary Outcomes (8)

  • Modified barthel index

    Change from Baseline at 6 weeks and 3 month follow up

  • Activities-specific Balance Confidence scale

    Change from Baseline at 6 weeks and 3 month follow up

  • Stroke Impact Scale

    Change from Baseline at 6 weeks and 3 month follow up

  • Modified Physical Activity Enjoyment Scale

    Every training session during 6 weeks (total 12 sessions (2 times weekly))

  • Adverse event times

    Every training session during 6 weeks (total 12 sessions (2 times weekly))

  • +3 more secondary outcomes

Study Arms (2)

Virtual reality group

EXPERIMENTAL

45 min standard treatment plus 45 min virtual reality balance training used by Kinect for Xbox game. Game choosed based on motor learning principle. Training task such as reach or stepping in various direction, squat, stand up, upper trunk forward or lateral bench.

Behavioral: Virtual realityBehavioral: Standard treatment

Standard treatment only group

ACTIVE COMPARATOR

90 min standard treatment. Depended on patient's ability, principle used by motor learning, sensory process, motor control, task oriented training, symmetry w't bearing.

Behavioral: Standard treatment

Interventions

Virtual realityBEHAVIORAL

12 training sessions (90 minutes a time, 2 times a week) IG:45 minute of Kinect for Xbox games and 45 minute of standard treatment.

Virtual reality group

CG: 90 minute of standard treatment. 12 training sessions (90 minutes a time, 2 times a week)

Standard treatment only groupVirtual reality group

Eligibility Criteria

Age20 Years - 75 Years
Sexall
Healthy VolunteersNo
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • Chronic stroke person (onset\>6m)
  • Could understand game command
  • Could stand unsupported or stand with advice at least 15 minute
  • Brunnstrom stage of LE ≥Ⅲ

You may not qualify if:

  • Age \>75 years old or \<20 years old
  • Severe visual or auditory impairment
  • Modified Ashworth Scale of LE ≥ 3
  • The Montreal Cognitive Assessment\<16
  • Other medication(neural, cardio-pulmonary, musculoskeletal) that influence motor command during the game

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Related Publications (36)

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MeSH Terms

Conditions

Stroke

Condition Hierarchy (Ancestors)

Cerebrovascular DisordersBrain DiseasesCentral Nervous System DiseasesNervous System DiseasesVascular DiseasesCardiovascular Diseases

Study Officials

  • Hsinchieh Lee, master

    Taipei Medical University, Taiwan, R.O.C.

    STUDY CHAIR

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
SPONSOR

Study Record Dates

First Submitted

March 21, 2016

First Posted

April 12, 2016

Study Start

February 1, 2015

Primary Completion

February 1, 2016

Study Completion

February 1, 2016

Last Updated

April 12, 2016

Record last verified: 2016-03

Data Sharing

IPD Sharing
Will share