NCT05443542

Brief Summary

One hundred participants with acquired brain injury (ABI) will be included in a randomized controlled trial, with one group playing a commercially available VR game and the control group doing activities in their everyday as cognitive training. The trial aims to investigate how VR can affect processing speed in the ABI population, and if these effects can transfer into everyday activities. The training will be performed in the participants homes, with assistance provided by the project group via phone or video conference. The training period will last five weeks. Participant's cognitive functions will be measured with questionnaires and neuropsychological tests at the start of the training period, at the end of training and sixteen weeks after the start of the intervention. In depth experiences with VR as a training method will be gathered through performing focus group interviews with some of the participants from the VR group, in addition to self-reported questionnaires from all the participants.

Trial Health

43
At Risk

Trial Health Score

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

Trial has exceeded expected completion date
Enrollment
100

participants targeted

Target at P50-P75 for not_applicable

Timeline
Completed

Started Sep 2022

Typical duration for not_applicable

Geographic Reach
1 country

1 active site

Status
unknown

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

First Submitted

Initial submission to the registry

May 19, 2022

Completed
2 months until next milestone

First Posted

Study publicly available on registry

July 5, 2022

Completed
2 months until next milestone

Study Start

First participant enrolled

September 15, 2022

Completed
1.2 years until next milestone

Primary Completion

Last participant's last visit for primary outcome

December 1, 2023

Completed
1 year until next milestone

Study Completion

Last participant's last visit for all outcomes

December 1, 2024

Completed
Last Updated

November 8, 2022

Status Verified

November 1, 2022

Enrollment Period

1.2 years

First QC Date

May 19, 2022

Last Update Submit

November 7, 2022

Conditions

Keywords

TBITraumatic brain injuryStrokeAcquired brain injuryVirtual RealityVRCognitive rehabilitation

Outcome Measures

Primary Outcomes (1)

  • Change in processing speed

    Connors Continous Performance test 3rd edition, Coefficient of Variation

    Measured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)

Secondary Outcomes (6)

  • Change in patient reported executive functioning

    Measured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)

  • Transfer effect to everyday activities

    Measured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)

  • Change in working memory

    Measured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)

  • Change in working memory

    Measured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)

  • Change in informant reported executive functioning

    Measured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)

  • +1 more secondary outcomes

Study Arms (2)

Virtual Reality Group

EXPERIMENTAL

Group 1 will play a VR game using an Oculus Quest 2 in a home setting

Device: Virtual Reality

Active control group

ACTIVE COMPARATOR

The control group will be given a pamphlet containing exercises affecting working memory, attention and processing speed to be performed in a home setting

Other: Control intervention

Interventions

Game to be played is a commercially available VR game

Also known as: Oculus Quest 2
Virtual Reality Group

Sodoku, crossword puzzles

Active control group

Eligibility Criteria

Age18 Years - 65 Years
Sexall
Healthy VolunteersNo
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • Patients in stable phase after Acquired brain injury, minimum one year after injury
  • Physically able to operate VR-technology
  • Norwegian or English skills adequate to understand instructions, play the VR-games and to provide valid responses to assessment methods

You may not qualify if:

  • Severe aphasia affecting their understanding of instructions
  • Apraxia affecting their ability to use VR-equipment
  • Visual neglect
  • Severe mental illness, substance abuse or co-existing neurological disorders

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Sunnaas Rehabilitation Hospital

Nesoddtangen, Akershus, 1453, Norway

RECRUITING

MeSH Terms

Conditions

Brain Injuries, TraumaticStrokeBrain InjuriesBrain Diseases

Condition Hierarchy (Ancestors)

Central Nervous System DiseasesNervous System DiseasesCraniocerebral TraumaTrauma, Nervous SystemWounds and InjuriesCerebrovascular DisordersVascular DiseasesCardiovascular Diseases

Study Officials

  • Marianne Løvstad, PhD

    Sunnaas Rehabilitation hopsital

    PRINCIPAL INVESTIGATOR

Central Study Contacts

Marianne Løvstad, PhD

CONTACT

Sveinung Tornås, PhD

CONTACT

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
DOUBLE
Who Masked
PARTICIPANT, OUTCOMES ASSESSOR
Purpose
TREATMENT
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

May 19, 2022

First Posted

July 5, 2022

Study Start

September 15, 2022

Primary Completion

December 1, 2023

Study Completion

December 1, 2024

Last Updated

November 8, 2022

Record last verified: 2022-11

Data Sharing

IPD Sharing
Will not share

Data will be deidentified and will not be made publicly available due to data protection regulations

Locations