Rehabilitation Effects on Balance With Kinect for Xbox Virtual Reality Games
Evaluation of the Rehabilitation Effects on Balance With Kinect for Xbox Virtual Reality Games for Patients With Stroke
1 other identifier
interventional
60
0 countries
N/A
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
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable stroke
Started Feb 2015
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
CompletedPrimary Completion
Last participant's last visit for primary outcome
February 1, 2016
CompletedStudy Completion
Last participant's last visit for all outcomes
February 1, 2016
CompletedFirst Submitted
Initial submission to the registry
March 21, 2016
CompletedFirst Posted
Study publicly available on registry
April 12, 2016
CompletedApril 12, 2016
March 1, 2016
1 year
March 21, 2016
April 11, 2016
Conditions
Keywords
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
EXPERIMENTAL45 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.
Standard treatment only group
ACTIVE COMPARATOR90 min standard treatment. Depended on patient's ability, principle used by motor learning, sensory process, motor control, task oriented training, symmetry w't bearing.
Interventions
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.
CG: 90 minute of standard treatment. 12 training sessions (90 minutes a time, 2 times a week)
Eligibility Criteria
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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PMID: 12917848BACKGROUND
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- STUDY CHAIR
Hsinchieh Lee, master
Taipei Medical University, Taiwan, R.O.C.
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