Effect of Using an Object Handling Serious Game on Upper Limb Rehabilitation for Children with Neurological Disorders
Effect of Intensive Repetitive Motor Training in Toy Manipulation Supported by Gamified Physical Training Software in Children and Adolescents with Neurological Disorders Impacting Motor Skills
1 other identifier
interventional
10
1 country
2
Brief Summary
Cerebral palsy, and more broadly neurological disorders, can lead to significant motor impairments that impact individuals' daily lives. To address these limitations, the French National Authority for Health has issued recommendations for rehabilitative care, highlighting intensive training programs, physical activity, and interactive computer games. Scientific literature has also demonstrated the benefits of therapies that incorporate repetition. In this study, the investigators aimed to train patients in producing grasp-and-release movements, and more broadly \*reach-to-grasp\* actions, in a manner intensified by movement repetition. To mitigate the boredom inherent to such repetitive tasks, the invesigators developed a device resembling a serious game, equipped with software, a modular physical platform, and two instrumented figurines designed to interact with the software. Intensive therapy through repetitive movements, supported by the engaging nature of serious games, is expected to improve the manual skills of children with neurological disorders causing motor impairments. To test this hypothesis, a cohort of 5 to 10 children aged 4 to 17 years with neurological disorders causing motor impairments will be invited to participate in the protocol. Participants will first undergo a baseline assessment, which will include repeated measurements of their score on the \*Box and Blocks Test\* and the active range of motion (AROM) of the wrist in extension and supination. An \*Assisting Hand Assessment (AHA)\* test will also be conducted. Following this, a 4-week intervention will be implemented, consisting of three 40-minute sessions per week. During these sessions, the child will play the game and complete the \*Box and Blocks Test\* as well as active range of motion assessments. In total, approximately 4 hours of gameplay is estimated over the course of the intervention, which will conclude with a repeat of the AHA test. A follow-up assessment will take place two months after the intervention's end, with a single measurement of the three parameters (\*Box and Blocks Test\*, AROM, and AHA).
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 Nov 2024
Typical duration for not_applicable
2 active sites
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
Study Start
First participant enrolled
November 12, 2024
CompletedFirst Submitted
Initial submission to the registry
November 18, 2024
CompletedFirst Posted
Study publicly available on registry
March 10, 2025
CompletedPrimary Completion
Last participant's last visit for primary outcome
September 1, 2026
ExpectedStudy Completion
Last participant's last visit for all outcomes
September 1, 2026
March 13, 2025
March 1, 2025
1.8 years
November 18, 2024
March 11, 2025
Conditions
Outcome Measures
Primary Outcomes (1)
Box and Blocks test
Participant must transfer, one by one, with one hand, a maximum number of cubes from one side to the other of the box in 1 minute. A higher score represents better performance.
3 months
Secondary Outcomes (2)
Active Range of Motion
3 months
Assisting Hand Assessment
3 months
Study Arms (1)
Serious game upper limb rehabilitation
EXPERIMENTAL4 weeks program with 3 sessions per week of 40 minutes of serious game to improve upper limp motor function
Interventions
Serious game in which participants manipulate instrumented toys
Eligibility Criteria
You may qualify if:
- Neurological disorder causing motor impairment
- Age 4 to 17 years old
- MACS level I to III
- Ability to cooperate, understand, and follow simple instructions to play the game.
- Patient affiliated with the French social security system.
- Voluntary patient whose parents have given consent for their child to participate in the study.
You may not qualify if:
- A diagnosis of photosensitive epilepsy mentioned in the medical record AND/OR a note in the child's medical record or reported by the parents of a history of seizures triggered by video game use.
- Botulinum toxin treatment within the 3 months prior to the study or intensive rehabilitation of manual skills (e.g., mCIMT, HABIT, etc.).
- Sensory and/or cognitive impairments that would interfere with playing the game.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (2)
CRMTP Elisatbeth de la Panouse-Debré
Antony, 92160, France
Fondation Ellen Poidatz
Saint-Fargeau-Ponthierry, 77310, France
MeSH Terms
Conditions
Central Study Contacts
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- NA
- Masking
- NONE
- Purpose
- TREATMENT
- Intervention Model
- SINGLE GROUP
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
November 18, 2024
First Posted
March 10, 2025
Study Start
November 12, 2024
Primary Completion (Estimated)
September 1, 2026
Study Completion (Estimated)
September 1, 2026
Last Updated
March 13, 2025
Record last verified: 2025-03