NCT06866730

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

77
On Track

Trial Health Score

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

Enrollment
10

participants targeted

Target at below P25 for not_applicable

Timeline
4mo left

Started Nov 2024

Typical duration for not_applicable

Geographic Reach
1 country

2 active sites

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

Study Progress82%
Nov 2024Sep 2026

Study Start

First participant enrolled

November 12, 2024

Completed
6 days until next milestone

First Submitted

Initial submission to the registry

November 18, 2024

Completed
4 months until next milestone

First Posted

Study publicly available on registry

March 10, 2025

Completed
1.5 years until next milestone

Primary Completion

Last participant's last visit for primary outcome

September 1, 2026

Expected
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

September 1, 2026

Last Updated

March 13, 2025

Status Verified

March 1, 2025

Enrollment Period

1.8 years

First QC Date

November 18, 2024

Last Update Submit

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

EXPERIMENTAL

4 weeks program with 3 sessions per week of 40 minutes of serious game to improve upper limp motor function

Device: Serious game

Interventions

Serious game in which participants manipulate instrumented toys

Serious game upper limb rehabilitation

Eligibility Criteria

Age4 Years - 17 Years
Sexall
Healthy VolunteersNo
Age GroupsChild (0-17)

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

RECRUITING

Fondation Ellen Poidatz

Saint-Fargeau-Ponthierry, 77310, France

RECRUITING

MeSH Terms

Conditions

Nervous System Diseases

Central Study Contacts

Study Design

Study Type
interventional
Phase
not applicable
Allocation
NA
Masking
NONE
Purpose
TREATMENT
Intervention Model
SINGLE GROUP
Model Details: Single Case Experimental Design
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

Locations