Virtual Reality Upper Limb Therapy for People With Spinal Cord Injury
VRULT
The Feasibility of Virtual Reality-Based Activities for Upper Limb Rehabilitation of People With Acute/Sub-Acute Tetraplegia
1 other identifier
interventional
12
1 country
1
Brief Summary
This study aims to test if the VR games could be a form of upper limb rehabilitation for people with arm/hand problems due to SCI while they are in hospital. Participants who have had a spinal cord injury and have tetraplegia will be recruited from the Queen Elizabeth National Spinal Injuries Unit. After they have provided informed consent, they will receive 12 weeks of either standard upper limb therapy ('control group'), or both the VR activities and standard treatment ('VR Group'). Participants who receive VR activities will engage in immersive VR games that have been designed in co-production with people with tetraplegia and spinal cord injury specialists. The games aim to help participants improve the use of their arms and hands while they are undergoing primary rehabilitation within the Queen Elizabeth National Spinal Injuries Unit (QENSIU). The participants who are in the control group will receive their usual rehabilitation and will be given the opportunity to try the VR games after the completion of their involvement in the trial. This study will measure the feasibility (the 'primary outcome') and explore the effectiveness (the 'secondary outcome') of the VR intervention. Feasibility will be measured by recording how often the VR games are used and whether or not participants use the games for the full duration of the trial. Participants and therapists will be interviewed at the end of the trial.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started Mar 2024
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
First Submitted
Initial submission to the registry
November 2, 2023
CompletedFirst Posted
Study publicly available on registry
December 1, 2023
CompletedStudy Start
First participant enrolled
March 15, 2024
CompletedPrimary Completion
Last participant's last visit for primary outcome
August 1, 2025
CompletedStudy Completion
Last participant's last visit for all outcomes
August 1, 2025
CompletedSeptember 22, 2025
September 1, 2025
1.4 years
November 2, 2023
September 16, 2025
Conditions
Keywords
Outcome Measures
Primary Outcomes (14)
Number of VR Sessions Completed
The number of sessions of VR the participant completes. This will be recorded as an integer value from 0 to 3 per week of participation.
Measured over 12 weeks of participation.
Time spent in VR
The time spent using the VR games, as recorded by the device. This will be measured in minutes and seconds.
Measured over 12 weeks of participation.
Number of completed assessments
Completion of the assessments used at baseline, midpoint, and endpoint of the study.
Measured over 12 weeks of participation.
Participant retention
The number of participants recruited to the study per month will be combined with eligibility and retention to determine overall recruitment and retention.
Measured over 12 weeks of participation.
Participant recruitment rate per month
The number of participants recruited to the study per month will be combined with eligibility and retention to determine overall recruitment and retention.
Measured over 12 weeks of participation.
Participant eligibility
Number of people approached about the study and the number of people who meet the inclusion and exclusion criteria. The number of participants recruited to the study per month will be combined with eligibility and retention to determine overall recruitment and retention.
Measured over 12 weeks of participation.
Adverse event monitoring and reporting
Monitoring and reporting of any adverse events, either during or immediately following the VR intervention will be combined with results from semi-structured interviews and questionnaires to determine acceptability and usability.
Measured over 12 weeks of participation.
Semi-structured Interviews
Determine the usability of the intervention through semi-structured interviews with participants and therapists. Monitoring and reporting of any adverse events, either during or immediately following the VR intervention will be combined with results from semi-structured interviews and questionnaires to determine acceptability and usability.
Completed at week 12 after the last VR session has been completed.
Usefulness, Satisfaction, and Ease of use Questionnaire (USE Questionnaire)
Determine the usability of the intervention through questionnaire with participants and therapists (USE Questionnaire (Lund 2001)). This a 30-item survey. The maximum value for the USE Questionnaire is 210, and the minimum is 7. Participants can also respond 'not applicable' to all items. Higher scores mean a better outcome. Individual subscores of the USE Questionnaire can indicate that the system is or is not useful, satisfying, and/or easy to use.
Completed at week 12 after the last VR session has been completed.
Handedness (Treatment Parameter)
The participant's choice of left, right, or both arm(s)/hand(s) will be recorded per session. Recording the treatment parameters the participant using VR selects during therapy to determine usability in combination with the interviews and questionnaires.
Completed at week 12 after the last VR session has been completed.
Target Movement (Treatment Parameters)
The participant's choice of the type of movement they want to practise will be recorded per session. Movements will include wrist pronation/supination, elbow flexion/extension, and an integrated movement incorporating shoulder movement and elbow flexion and extension. Recording the treatment parameters the participant using VR selects during therapy to determine usability in combination with the interviews and questionnaires.
Completed at week 12 after the last VR session has been completed.
Number of Repetitions (Treatment Parameters)
The number of repetitions of the target movement (see outcome 11) will be recorded per session. Recording the treatment parameters the participant using VR selects during therapy to determine usability in combination with the interviews and questionnaires.
Completed at week 12 after the last VR session has been completed.
Choice of Game (Treatment Parameters)
The participant's choice of game will be recorded per session. Recording the treatment parameters the participant using VR selects during therapy to determine usability in combination with the interviews and questionnaires.
Completed at week 12 after the last VR session has been completed.
Input Device choices (Treatment Parameters)
The participant's choice of input device will be recorded per session. Input devices available will include either the use of tracked hand-held controllers, or the use of an infrared-based 'hand-held controller-free' hand-tracking module. Recording the treatment parameters the participant using VR selects during therapy to determine usability in combination with the interviews and questionnaires.
Completed at week 12 after the last VR session has been completed.
Secondary Outcomes (5)
Motor Score
Measured at baseline, 6 weeks, and 12 weeks.
Sensation
Measured at baseline, 6 weeks, and 12 weeks.
Independence
Measured at baseline, 6 weeks, and 12 weeks.
Hand/Upper Limb Function
Measured at baseline, 6 weeks, and 12 weeks.
Pain Intensity
Measured at baseline, 6 weeks, and 12 weeks.
Study Arms (2)
Virtual Reality Plus Treatment As Usual
EXPERIMENTAL3 sessions of virtual reality upper limb treatment for up to 30 minutes each will be administered each week for 12 weeks. Participants randomised to the VR treatment arm will also receive treatment as usual for their upper limbs (see Treatment As Usual).
Treatment As Usual
ACTIVE COMPARATORUsual upper limb rehabilitation is delivered by occupational therapists and physiotherapists and aims to build strength of the upper limbs and optimise function. Patients receive hand therapy once per day and physiotherapy twice per day. Rehabilitation is highly individualised.
Interventions
A VR upper limb rehabilitation programme prescribed by the therapist with games chosen depending on the exercise task required and the level of difficulty adapted to the ability of the individual. The participant will use the VR system's user interface to navigate through menus to set their gameplay preferences and select which games to play. The games of the intervention will involve facilitating and replicating upper limb movements including gross movements of the shoulder, such as rotation, abduction and addiction, movements of the upper and lower arms, such as flexion and extension of the elbow, and hand, wrist and finger movements, including wrist pronation supination, and finger flexion and extension, as well as tenodesis movements, grasping, and pinching.
Usual upper limb rehabilitation is delivered by occupational therapists and physiotherapists and aims to build strength of the upper limbs and optimise function. Patients receive hand therapy once per day and physiotherapy twice per day. Rehabilitation is highly individualised.
Eligibility Criteria
You may qualify if:
- Willing and able to give informed consent for participation in the trial.
- Aged 18 years or above.
- An in-patient at the Queen Elizabeth National Spinal Injuries Unit in Glasgow with a diagnosis of tetraplegia.
- Sustained a cervical spine injury (C4-C8).
- Medically stable to engage in physical rehabilitation and physical activity.
- Sitting up in a wheelchair for at least 2 hours daily.
You may not qualify if:
- Scheduled elective surgery or other procedures requiring general anaesthesia anticipated within the next 12 weeks.
- Any significant disease or disorder which, in the opinion of the Investigator, may either put the participants at risk because of participation in the trial, or may influence the result of the trial, or the participant's ability to participate in the trial.
- Participated in another research trial involving an investigational product in the past 12 weeks.
- Participating in another research trial investigating upper limb rehabilitation interventions.
- Self-reported motion sickness.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Queen Elizabeth National Spinal Injuries Unit (NHS Greater Glasgow and Clyde)
Glasgow, G51 4TF, United Kingdom
Related Publications (31)
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PMID: 31037223BACKGROUND
Related Links
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Lorna Paul, PhD
Glasgow Caledonian University
- STUDY CHAIR
Matthieu Poyade, PhD
Glasgow School of Art
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- OTHER
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
November 2, 2023
First Posted
December 1, 2023
Study Start
March 15, 2024
Primary Completion
August 1, 2025
Study Completion
August 1, 2025
Last Updated
September 22, 2025
Record last verified: 2025-09
Data Sharing
- IPD Sharing
- Will share
- Shared Documents
- STUDY PROTOCOL, ICF, CSR
- Time Frame
- Data will be stored on One Drive for 5 years, after which it will be deleted and CRFs will be shredded as confidential waste.
- Access Criteria
- All IPD that underlie results in a publication will be available at request and stored on a Glasgow Caledonian University OneDrive account.
All IPD that underlie results in publications will be available at request to other researchers.