Virtual Reality Based Interventions After Brain Injury
The Effectiveness of Virtual Reality Based Interventions on Cognitive Function After Brain Injury
1 other identifier
interventional
15
1 country
1
Brief Summary
After a brain injury, cognitive impairments are common, affecting an individual's independence and quality of life. Although various training programs are used in rehabilitation, it remains unclear how effective they are in real-life settings. The project now being planned at CogTech, a technology-driven rehabilitation unit at Danderyd Hospital, aims to evaluate new methods that can enhance both training effectiveness and motivation. In the project, the effect of game-based training in virtual reality (VR) on cognition will be evaluated. VR offers a more realistic and engaging environment, which may improve the transfer of training outcomes to everyday situations. In this feasibility study, ten patients at the clinic will receive VR-training at 15 occasions in addition to rehabilitation as usual. The results may contribute to the development of more individualized rehabilitation, reduced treatment times, and improved quality of life for people with brain injury.
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 Jun 2026
Typical duration for not_applicable
1 active site
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
May 4, 2026
CompletedFirst Posted
Study publicly available on registry
May 14, 2026
CompletedStudy Start
First participant enrolled
June 1, 2026
ExpectedPrimary Completion
Last participant's last visit for primary outcome
December 31, 2027
Study Completion
Last participant's last visit for all outcomes
July 31, 2028
May 14, 2026
May 1, 2026
1.6 years
May 4, 2026
May 8, 2026
Conditions
Keywords
Outcome Measures
Primary Outcomes (5)
WAIS-IV digit span
Digit span forwards measures short-term memory, attention and auditory processing ability. Digit span backwards measures working memory and mental processing ability
before the intervention and within 3 weeks after the intervention
WAIS-IV Coding
measures processing speed.
before the intervention and within 3 weeks after the intervention
Color-Word Interference Test
measures cognitive flexibility and selective attention.
before the intervention and within 3 weeks after the intervention
The Conners Continuous Performance Test (CPT)-III
measures sustained attention, reaction time, and impulsivity.
before the intervention and within 3 weeks after the intervention
d2 Test of Attention
measures selective and sustained attention, concentration, and processing speed
before the intervention and within 3 weeks after the intervention
Secondary Outcomes (7)
Hospital Anxiety and Depression Scale (HADS)
before the intervention and within 3 weeks after the intervention
Mental Fatigue Scale (MFS)
before the intervention and within 3 weeks after the intervention
The Rivermead Post-Concussion Symptoms Questionnaire (RPQ)
before the intervention and within 3 weeks after the intervention
Canadian Occupational Performance Measurement (COPM)
before the intervention and within 3 weeks after the intervention
Patient Competency Rating Scale (PCRS)
before the intervention and within 3 weeks after the intervention
- +2 more secondary outcomes
Study Arms (2)
VR/AR intervention
ACTIVE COMPARATORParticipants will engage in cognitively demanding games such as Beat Saber, Zooma, or XR Brain Stimulation for 30-60 minutes, 3 days a week for 5 weeks using an augmented reality (AR) (RehAtt® XR) or VR headset (i.e., Meta Quest 3 or Oculus Rift S). Beat Saber and Zooma are both commercially available games. In Beat Saber players use two colored sabers to slice incoming music-synchronized blocks in the directions indicated, while also dodging obstacles like walls and bombs. Zooma involves shooting rolling colored balls to create matches before they reach the endpoint ("snapdragon"), using both hands for faster color-matching. XR Brain Stimulation is developed to be used in brain injury rehabilitation and involves 3D games in the form of holograms integrated in the real surroundings.
Control
NO INTERVENTIONFive patients will be asked to serve as control participants. They will undergo the baseline assessment and the post-intervention assessment, but will not do the VR-based training.
Interventions
Participants will engage in cognitively demanding games such as Beat Saber, Zooma, or XR Brain Stimulation for 30-60 minutes, 3 days a week for 5 weeks using an augmented reality (AR) (RehAtt® XR) or VR headset (i.e., Meta Quest 3 or Oculus Rift S). Beat Saber and Zooma are both commercially available games. In Beat Saber players use two colored sabers to slice incoming music-synchronized blocks in the directions indicated, while also dodging obstacles like walls and bombs. Zooma involves shooting rolling colored balls to create matches before they reach the endpoint ("snapdragon"), using both hands for faster color-matching. XR Brain Stimulation is developed to be used in brain injury rehabilitation and involves 3D games in the form of holograms integrated in the real surroundings.
Eligibility Criteria
You may qualify if:
- Participants will be recruited from both the inpatient and outpatient units at the Department of Rehabilitation Medicine, Danderyd Hospital.
- Patients with acquired brain injury in need of multiprofessional rehabilitation admitted to the clinic are eligible if they
- are between 18 and 65 years;
- present with attention deficits and
- are deemed suitable for direct attention training by the rehabilitation team.
You may not qualify if:
- Epilepsy or suspected epilepsy;
- non-fluent in Swedish
- severe fatigue or/and cognitive dysfunction that makes participation difficult.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Danderyd Hospitallead
- Stiftelsen Promobilacollaborator
Study Sites (1)
Danderyd Hospital
Stockholm, Stockholm County, 182 88, Sweden
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Jonas Stenberg, PhD
Danderyd Hospital / Karolinska Institutet, Department of Clinical Sciences, Danderyd Hospital
Central Study Contacts
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- NON RANDOMIZED
- Masking
- NONE
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- PhD
Study Record Dates
First Submitted
May 4, 2026
First Posted
May 14, 2026
Study Start (Estimated)
June 1, 2026
Primary Completion (Estimated)
December 31, 2027
Study Completion (Estimated)
July 31, 2028
Last Updated
May 14, 2026
Record last verified: 2026-05