NCT05557305

Brief Summary

The use of interactive applications associated with position and movement sensors has begun to spread as an option for the reinforcement of physical rehabilitation therapies in patients with congenital or acquired motor disorders as a result of some neurological damage, due to its portability and the relative autonomy granted to the patient. However, the results of its effectiveness and impact continue to be scarce compared to the traditional therapy used for rehabilitation. The aim of this study is to explore possible benefits associated with occupational therapy with video games in patients with unilateral spastic cerebral palsy, comparing them with conventional therapy. A randomized pilot study will be carried out, with a control group. The intervention will consist of the application of a virtual rehabilitation program for the experimental group while the control group will receive only conventional therapy. Before and after the said intervention, standardized tests will be applied to evaluate both motor function and the cognitive performance of the participants.

Trial Health

57
Monitor

Trial Health Score

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

Trial has exceeded expected completion date
Enrollment
84

participants targeted

Target at P50-P75 for not_applicable

Timeline
Completed

Started Dec 2022

Typical duration for not_applicable

Geographic Reach
1 country

1 active site

Status
recruiting

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

First Submitted

Initial submission to the registry

September 21, 2022

Completed
7 days until next milestone

First Posted

Study publicly available on registry

September 28, 2022

Completed
3 months until next milestone

Study Start

First participant enrolled

December 22, 2022

Completed
2.4 years until next milestone

Primary Completion

Last participant's last visit for primary outcome

May 1, 2025

Completed
7 months until next milestone

Study Completion

Last participant's last visit for all outcomes

December 1, 2025

Completed
Last Updated

May 7, 2024

Status Verified

May 1, 2024

Enrollment Period

2.4 years

First QC Date

September 21, 2022

Last Update Submit

May 6, 2024

Conditions

Keywords

virtual rehabilitationvideo gamesmotor functionspastic hemiparesiscerebral palsyunilateral spastic cerebral palsy

Outcome Measures

Primary Outcomes (2)

  • Change in the Fugl-Meyer Assesment for upper extremity (FMUE)

    Level of motor deficit, evaluated using the Fugl-Meyer Assessment scale for the upper limb (0-66), with 66 meaning no defficit.

    Baseline, 10 Weeks, 6 months

  • Change in the Quality of Upper Extremity Skills Test (QUEST)

    Upper limb motor skill level, obtained through the Quality of Upper Extremity Skills Test (less than 0 to 100), with 100 being the best quality of movement.

    Baseline, 10 Weeks, 6 months

Secondary Outcomes (5)

  • Change in the PedsQl pediatric quality of life questionnaire

    Baseline, 10 Weeks, 6 months

  • Change in the digital version of the Trail Making Test (TMT-A)

    Baseline, 10 Weeks, 6 months

  • Change in the digital version of the Corsi cube test.

    Baseline, 10 Weeks, 6 months

  • Change in the digital version of the Perception of differences test (FACES)

    Baseline, 10 Weeks, 6 months

  • Change in the Digital implementation of the Go-NoGo paradigm.

    Baseline, 10 Weeks, 6 months

Study Arms (2)

Videogame therapy

EXPERIMENTAL

The participants of the experimental group will only undergo video game therapy and will be called twice a week to perform supervised video game rehabilitation therapy, for a period of 45-50 minutes per session, for 10 weeks

Device: Videogame therapy

Conventional therapy

ACTIVE COMPARATOR

The participants in the control group will undergo the conventional therapy prescribed by their treating physician, at the INP they are prescribed occupational therapy, which is usually focused on game activities with balls, dice, cubes, tying ropes, etc., twice a week for 10 weeks.

Other: Conventional therapy

Interventions

There will be 5 video game-type applications for virtual therapy, each with a specific therapeutic objective, which will be administered by trained personnel, depending on the characteristics of each patient.

Also known as: Virtual rehabilitation
Videogame therapy

Occupational therapy with different play materials

Also known as: Occupational therapy
Conventional therapy

Eligibility Criteria

Age5 Years - 18 Years
Sexall
Healthy VolunteersNo
Age GroupsChild (0-17), Adult (18-64)

You may qualify if:

  • Outpatients
  • Both genders
  • Reside in Mexico City and the metropolitan area
  • Between 5 and 18 years old
  • With upper extremity hemiparesis caused by Unilateral Spastic Cerebral Palsy (USCP) on their dominant side or not
  • Who are at levels I-III of the Manual Ability Classification System for Children with Cerebral Palsy (MACS)
  • Score equal to or greater than 20 on the Fugl-Meyer upper extremity scale.

You may not qualify if:

  • Patients with joint instability (shoulder, elbow, or wrist)
  • With severe concomitant medical problems such as congestive heart failure or seizures that prevent adequate attention to the task.
  • Severe aphasia
  • Hemineglect
  • Visual disturbances that are not corrected with glasses
  • Uncompensated hearing impairment
  • Inability to understand instructions (Token Test \< 17)
  • Patients receiving concurrent therapies.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Instituto Nacional de Pediatría

Mexico City, Coyoacán, CDMX, 04530, Mexico

RECRUITING

Related Publications (1)

  • Escalante-Gonzalbo AM, Ramirez-Graullera YS, Pasantes H, Aguilar-Chale JJ, Sanchez-Castillo GI, Escutia-Macedo XA, Briseno-Soriano TM, Franco-Castro P, Estrada-Rosales AL, Vazquez-Abundes SE, Andrade-Morales D, Hernandez-Franco J, Palafox L. Safety, Feasibility, and Acceptability of a New Virtual Rehabilitation Platform: A Supervised Pilot Study. Rehabil Process Outcome. 2021 Aug 7;10:11795727211033279. doi: 10.1177/11795727211033279. eCollection 2021.

Related Links

MeSH Terms

Conditions

Cerebral PalsyHemiplegia

Interventions

TelerehabilitationOccupational Therapy

Condition Hierarchy (Ancestors)

Brain Damage, ChronicBrain DiseasesCentral Nervous System DiseasesNervous System DiseasesParalysisNeurologic ManifestationsSigns and SymptomsPathological Conditions, Signs and Symptoms

Intervention Hierarchy (Ancestors)

RehabilitationAftercareContinuity of Patient CarePatient CareTherapeuticsHealth ServicesHealth Care Facilities Workforce and ServicesTelemedicineDelivery of Health CarePatient Care ManagementHealth Services Administration

Study Officials

  • Ana María Escalante-Gonzalbo, MCompSci

    National University of Mexico

    PRINCIPAL INVESTIGATOR

Central Study Contacts

Ana María Escalante-Gonzalbo, MCompSci

CONTACT

Eduardo Espinosa-Garamendi, PhD

CONTACT

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
NONE
Purpose
TREATMENT
Intervention Model
PARALLEL
Model Details: Pilot, randomized, controlled, longitudinal trial
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Head of the Laboratory of neurorehabilitation (LANR) IFC, UNAM

Study Record Dates

First Submitted

September 21, 2022

First Posted

September 28, 2022

Study Start

December 22, 2022

Primary Completion

May 1, 2025

Study Completion

December 1, 2025

Last Updated

May 7, 2024

Record last verified: 2024-05

Data Sharing

IPD Sharing
Will not share

Locations