NCT06821815

Brief Summary

This study investigates the effectiveness of intensive video game-based rehabilitation and intensive bimanual activity-based therapy for improving motor skills and daily living activities in individuals with spastic cerebral palsy (CP). Given the importance of high-frequency, short-duration interventions in CP rehabilitation, the research compares these two approaches while ensuring participants receive no additional therapy during the study. Twenty children (ages 4-18) with GMFCS levels 1-2 and MACS levels 1-3 will be randomly assigned to one of the two groups. The video game-based group will complete 28 structured sessions over two weeks, including 20 individual sessions and 8 group sessions. The control group will follow an identical schedule using bimanual goal-oriented activities. Assessments will be conducted before, after, and three months post-intervention using validated motor and functional performance measures. By standardizing task contents between groups, the study aims to provide objective results and contribute to CP rehabilitation by identifying an effective, time-efficient, and cost-effective therapy option using exergames and serious games.

Trial Health

87
On Track

Trial Health Score

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

Enrollment
16

participants targeted

Target at below P25 for not_applicable

Timeline
Completed

Started Feb 2025

Geographic Reach
1 country

2 active sites

Status
completed

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

February 6, 2025

Completed
4 days until next milestone

Study Start

First participant enrolled

February 10, 2025

Completed
2 days until next milestone

First Posted

Study publicly available on registry

February 12, 2025

Completed
8 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

October 10, 2025

Completed
3 months until next milestone

Study Completion

Last participant's last visit for all outcomes

January 10, 2026

Completed
Last Updated

February 19, 2026

Status Verified

February 1, 2026

Enrollment Period

8 months

First QC Date

February 6, 2025

Last Update Submit

February 18, 2026

Conditions

Keywords

video game based therapycerebral palsybimanual therapy

Outcome Measures

Primary Outcomes (2)

  • Gross Motor Function changes over the Study - Gross Motor Performance Measure - 88 (GMFM-88)

    GMFM-88 is a assessment tool to evaluate gross motor functions in children with cerebral palsy. It evaluates motor functions in 5 dimensions and with 88 items total

    Prior to the interventions, right after the 2 weeks of interventions and 2 months later as follow-up

  • Performance of Activities of Daily Living - Canadian Occupational Performance Measure (COPM)

    The Canadian Occupational Performance Measure (COPM) is a client-centered assessment tool that evaluates self-perceived performance and satisfaction in daily activities across three areas: self-care, productivity, and leisure. Clients identify up to five important but challenging activities and rate their performance and satisfaction on a 10-point scale (1 = extremely poor/not satisfied, 10 = excellent/completely satisfied). The total performance and satisfaction scores are averaged separately, with higher scores indicating better function and greater satisfaction. A change of 2 or more points is considered clinically significant.

    Prior to the interventions, right after the 2 weeks of interventions and 2 months later as follow-up

Secondary Outcomes (2)

  • Changes on Motor Function for Upper Extremities - Selective Control of the Upper Extremity Scale (SCUES)

    Prior to the interventions, right after the 2 weeks of interventions and 2 months later as follow-up

  • Changes on Motor Function for Upper Extremities - Box and Block Test

    Prior to the interventions, right after the 2 weeks of interventions and 2 months later as follow-up

Other Outcomes (1)

  • Change of Postural Control

    Prior to the interventions, right after the 2 weeks of interventions and 2 months later as follow-up

Study Arms (2)

Video Game Based Therapy Group

EXPERIMENTAL

In this group an Intensive video game based therapy program will be applied to participants. Therapy program aimed for the motor function of upper extremities and postural control. Therapy program includes 10 individual 4 group sessions per week, 28 sessions in total with each session lasts 40 minutes. Total duration of this intervention is 2 weeks.

Other: Video Game Based Therapy

Bimanual Intensive Therapy Group

ACTIVE COMPARATOR

In this group an Bimanual Intensive therapy program will be applied to participants. Therapy program aimed for the motor function of upper extremities and postural control. Therapy program includes 10 individual 4 group sessions per week, 28 sessions in total with each session lasts 40 minutes. Total duration of this intervention is 2 weeks.

Other: Bimanual Intensive Therapy

Interventions

Video game based therapy interventions includes active video games for rehabilitation. Leap Motion Controller based rehabilitative games, Xbox Kinect Games and Kinect Based Custom Rehabilitative Games will be applied to the participants

Also known as: Virtual Reality, Active Video Game, Exergame
Video Game Based Therapy Group

This intervention includes goal directed activity based exercises for upper extremity functions. This intervention also includes exercises for postural control

Bimanual Intensive Therapy Group

Eligibility Criteria

Age6 Years - 14 Years
Sexall
Healthy VolunteersNo
Age GroupsChild (0-17)

You may qualify if:

  • Diagnosed with Spastic Cerebral Palsy
  • Gross Motor Function Classification level I-II
  • Manual Ability Classification level I-III
  • Communication Function Classification System I-II
  • No botox injections 6 months prior to the intervention

You may not qualify if:

  • Visual problems which may effect the interventions
  • Secondary conditions such as intellectual disability, epilepsy
  • Having surgical procedure related to musculoskeletal system 1 year prior to he study

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (2)

Cerebral Palsy Türkiye Foundation

Istanbul, Ataşehir, Turkey (Türkiye)

Location

Istanbul Medipol University

Istanbul, Beykoz, 34815, Turkey (Türkiye)

Location

Related Publications (1)

  • Bleyenheuft Y, Arnould C, Brandao MB, Bleyenheuft C, Gordon AM. Hand and Arm Bimanual Intensive Therapy Including Lower Extremity (HABIT-ILE) in Children With Unilateral Spastic Cerebral Palsy: A Randomized Trial. Neurorehabil Neural Repair. 2015 Aug;29(7):645-57. doi: 10.1177/1545968314562109. Epub 2014 Dec 19.

    PMID: 25527487BACKGROUND

MeSH Terms

Conditions

Cerebral Palsy

Interventions

Exergaming

Condition Hierarchy (Ancestors)

Brain Damage, ChronicBrain DiseasesCentral Nervous System DiseasesNervous System Diseases

Intervention Hierarchy (Ancestors)

ExerciseMotor ActivityMovementMusculoskeletal Physiological PhenomenaMusculoskeletal and Neural Physiological Phenomena

Study Officials

  • Ahmet Emir, Emir

    Medipol University

    PRINCIPAL INVESTIGATOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
DOUBLE
Who Masked
PARTICIPANT, OUTCOMES ASSESSOR
Masking Details
Assessor of the study protocol wont be able to have knowledge about assigned group of participants. Participants wont be aware about groups.
Purpose
TREATMENT
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
DR

Study Record Dates

First Submitted

February 6, 2025

First Posted

February 12, 2025

Study Start

February 10, 2025

Primary Completion

October 10, 2025

Study Completion

January 10, 2026

Last Updated

February 19, 2026

Record last verified: 2026-02

Locations