Effects of Virtual Reality on Cerebral Palsy
1 other identifier
interventional
83
1 country
1
Brief Summary
Virtual reality (VR), is one of the most popular approaches to Cerebral Palsy (CP) rehabilitation and has been used in rehabilitation field for 30 years. VR is provided via a computer or a game console, and players interact with real-like objects . Using a VR interface as a rehabilitation tool increases the fun received by the client which, in turn, increases the participation of the client to the rehabilitation sessions. This is a study that focused on long-term effects of Virtual reality (VR) intervention on motor skills and activities of daily living (ADL) independence of children with CP.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable
Started Jan 2020
Shorter than P25 for not_applicable
1 active site
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
January 5, 2020
CompletedPrimary Completion
Last participant's last visit for primary outcome
March 15, 2020
CompletedStudy Completion
Last participant's last visit for all outcomes
March 20, 2020
CompletedFirst Submitted
Initial submission to the registry
February 20, 2021
CompletedFirst Posted
Study publicly available on registry
February 24, 2021
CompletedFebruary 24, 2021
February 1, 2021
2 months
February 20, 2021
February 22, 2021
Conditions
Outcome Measures
Primary Outcomes (2)
Change in Independence in Activities of Daily living (assessed with Abilhand-kids)
ABILHAND-Kids is a scale that was developed to evaluate activities of daily living (ADL) requiring upper limb usage of children aged between 6-15 years
Baseline, 12th week (end of intervention), 24th and 36th week(follow up)
Change in motor proficiency( assessed with Bruninsk-Oseretsky Test of Motor Proficiency 2-Brief Form (BOT2-BF))
BOT2-BF is a test that evaluates motor proficiency and allows therapists to compare results with specified norm values
Baseline, 12th week (end of intervention), 24th and 36th week(follow up)
Study Arms (2)
VR group
EXPERIMENTALEnrolled into 12 week VR intervention with Microsoft Kinect (twice a week, for 45 minutes) and conventional occupational therapy.
Control group
ACTIVE COMPARATORControl group only received conventional occupational therapy for 12 weeks
Interventions
In the study it was conducted a 12 week-intensive VR intervention (twice a week, 45 minutes each) and compared the results in the 12th week to investigate the effects of rehabilitation and follow-up assessments were made in the 16th and 24th weeks. From the beginning of the VR intervention, each game was played in equal durations by each participant. However, the difficulty of the games varied depending on the child's performance. Microsoft Kinect Games-Carnival Games was used as VR intervention. In meeting held with the authors to determine which games would be used in the VR program, 5 games were chosen and the remaining games were removed from the program because of their similar contents.
The COT based on neurodevelopmental treatment was carried out by the same occupational therapist. The treatment goals aimed at increasing the use of participant's extremities and improving the independence in ADL. The activities in the treatment were chosen in view of children's motor skills and daily living activities such as getting dressed, solving puzzles, and writing etc. Both groups received COT while the control group received COT only for 12 weeks.
Eligibility Criteria
You may qualify if:
- had to be 7 to 12 years-old,
- to be diagnosed with CP,
- to get 1 or 2 from Gross Motor Functioning Classification System,
- to get a score of 1 to 3 from Manual Ability Classification System,
- to score at least 23 from Mini Mental State Examination - children edition,
- to be able to follow verbal instructions, and
- to have the
You may not qualify if:
- having any surgical operation and/or botulinum toxin injection in last 6 months,
- having any visual and hearing diseases that may affect using VR, and
- participating in any other rehabilitation programs (such as physiotherapy, speech therapy, psychotherapy etc.),
- having ataxic and/or dyskinetic symptoms.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Hacettepe Universitylead
- Uskudar Universitycollaborator
Study Sites (1)
Hacettepe University
Ankara, Altındağ, Turkey (Türkiye)
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- PARTICIPANT
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- PhD.
Study Record Dates
First Submitted
February 20, 2021
First Posted
February 24, 2021
Study Start
January 5, 2020
Primary Completion
March 15, 2020
Study Completion
March 20, 2020
Last Updated
February 24, 2021
Record last verified: 2021-02
Data Sharing
- IPD Sharing
- Will not share