The Effects of Video Games in Stroke
The Efficacy of Video Game Therapy in Patients With Stroke
1 other identifier
interventional
45
1 country
1
Brief Summary
Aims: To establish whether the effectiveness of conventional treatment is increased when it is complemented with video-based therapy, whether specific rehabilitation or commercial after subacute stroke. Design: Randomized clinical trial with pre / post-test and follow-up evaluation, assessor blinded study. Methodology: Three different groups: conventional treatment, conventional treatment and commercial videogame, or conventional treatment and specific rehabilitation videogame. The three groups completed 12 sessions.
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 Jul 2017
Shorter than P25 for not_applicable stroke
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
July 1, 2017
CompletedPrimary Completion
Last participant's last visit for primary outcome
December 31, 2017
CompletedStudy Completion
Last participant's last visit for all outcomes
February 20, 2018
CompletedFirst Submitted
Initial submission to the registry
March 15, 2019
CompletedFirst Posted
Study publicly available on registry
April 1, 2019
CompletedApril 1, 2019
March 1, 2019
6 months
March 15, 2019
March 27, 2019
Conditions
Outcome Measures
Primary Outcomes (2)
Strength
The microFET 2© dynamometer had been used in order to evaluate the strength in several muscle groups: Shoulder (flexion and extension, adduction and abduction, internal and external rotation), elbow (flexion and extension, supination and pronation), wrist (flexion and extension).
Change from baseline at post 12 sessions of intervention and follow-up four weeks after having finished the intervention.
Range of motion
The goniometer had been used in order to evaluate the range motion. Joints: Shoulder (flexion and extension, adduction and abduction, internal and external rotation), elbow (flexion and extension, supination and pronation), wrist (flexion and extension, ulnar and radial deviation ).
Change from baseline at post 12 sessions of intervention and follow-up four weeks after having finished the intervention.
Secondary Outcomes (4)
Activities of daily living
The measure was administrated in three times: pre intervention, post intervention (after 12 sessions carried out along four weeks) and follow-up four weeks after having finished the intervention.
Fulg Meyer Assessment (FMA)
The measure was administrated in three times: pre intervention, post intervention (after 12 sessions carried out along four weeks) and follow-up four weeks after having finished the intervention.
Box and Blocks test
The measure was administrated in three times: pre intervention, post intervention (after 12 sessions carried out along four weeks) and follow-up four weeks after having finished the intervention.
Muscle tone
The measure was administrated in three times: pre intervention, post intervention (after 12 sessions carried out along four weeks) and follow-up four weeks after having finished the intervention.
Other Outcomes (2)
The ID-Pain© the Lattineen Index.
The measure was administrated in three times: pre intervention, post intervention (after 12 sessions carried out along four weeks) and follow-up four weeks after having finished the intervention.
Lattineen Index.
The measure was administrated in three times: pre intervention, post intervention (after 12 sessions carried out along four weeks) and follow-up four weeks after having finished the intervention.
Study Arms (3)
Commercial video game
EXPERIMENTALthe group commercial video game received 30 minutes of conventional therapy plus 30 minutes of rehab training using Xbox Kinect-based games.
Rehabilitation video game
EXPERIMENTALthe group rehabilitation video game received 30 minutes of conventional therapy plus 30 minutes of rehab games.
The control group
NO INTERVENTIONThe control group received 30 minutes of conventional therapy
Interventions
Stroke patient had played with commercial video game, along 12 sessions.
Stroke patient had played with an specific video game for rehabilitation, along 12 sessions
Eligibility Criteria
You may qualify if:
- Patients with stroke
- Hemiplegia on the non-dominant side
- More than 1 month since the stroke
- Score 3 in the shoulder and 2 in the elbow in the modified Medical Research Council scale
- No auditory alterations
- No visual disturbances
- Mini Mental Scale greater than or equal to 24
You may not qualify if:
- Patients with unstable blood pressure or angina.
- History of seizures.
- Do not use video games
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Universidad de Burgos
Burgos, 09004, Spain
Related Publications (6)
Park DS, Lee DG, Lee K, Lee G. Effects of Virtual Reality Training using Xbox Kinect on Motor Function in Stroke Survivors: A Preliminary Study. J Stroke Cerebrovasc Dis. 2017 Oct;26(10):2313-2319. doi: 10.1016/j.jstrokecerebrovasdis.2017.05.019. Epub 2017 Jun 9.
PMID: 28606661BACKGROUNDSin H, Lee G. Additional virtual reality training using Xbox Kinect in stroke survivors with hemiplegia. Am J Phys Med Rehabil. 2013 Oct;92(10):871-80. doi: 10.1097/PHM.0b013e3182a38e40.
PMID: 24051993BACKGROUNDLaver KE, George S, Thomas S, Deutsch JE, Crotty M. Virtual reality for stroke rehabilitation. Cochrane Database Syst Rev. 2015 Feb 12;2015(2):CD008349. doi: 10.1002/14651858.CD008349.pub3.
PMID: 25927099BACKGROUNDRand D, Weingarden H, Weiss R, Yacoby A, Reif S, Malka R, Shiller DA, Zeilig G. Self-training to improve UE function at the chronic stage post-stroke: a pilot randomized controlled trial. Disabil Rehabil. 2017 Jul;39(15):1541-1548. doi: 10.1080/09638288.2016.1239766. Epub 2016 Oct 28.
PMID: 27793071BACKGROUNDGauthier LV, Kane C, Borstad A, Strahl N, Uswatte G, Taub E, Morris D, Hall A, Arakelian M, Mark V. Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): protocol for a multi-center comparative effectiveness trial of in-home gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis. BMC Neurol. 2017 Jun 8;17(1):109. doi: 10.1186/s12883-017-0888-0.
PMID: 28595611BACKGROUNDBonnechere B, Jansen B, Omelina L, Van Sint Jan S. The use of commercial video games in rehabilitation: a systematic review. Int J Rehabil Res. 2016 Dec;39(4):277-290. doi: 10.1097/MRR.0000000000000190.
PMID: 27508968BACKGROUND
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
J. Hilario Ortiz Huerta
Universidad de Burgos
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- OUTCOMES ASSESSOR
- Purpose
- TREATMENT
- Intervention Model
- CROSSOVER
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
March 15, 2019
First Posted
April 1, 2019
Study Start
July 1, 2017
Primary Completion
December 31, 2017
Study Completion
February 20, 2018
Last Updated
April 1, 2019
Record last verified: 2019-03
Data Sharing
- IPD Sharing
- Will not share