Effectiveness of Nintendo Switch Combined With Occupational Therapy to Reduce Fall Risk in Patients With Hemiparesis After Acquired Brain Injury
NSTOC
1 other identifier
interventional
20
1 country
1
Brief Summary
Title: Effectiveness of Mixed Reality Combined with Occupational Therapy to Reduce Fall Risk in Patients with Hemiparesis After Acquired Brain Injury Study Purpose: This study aims to test whether adding Nintendo Switch video game exercises to regular occupational therapy helps adults with hemipareasia after brain injury. The main goals are to reduce fall risk, improve balance, and enhace quality of life and motivation during rehabilitation. Study Design: This is a pilot randomized controlled trial. The study will run for 5 months at Polibea Norte Rehabilitation Center for Brain Injury in Madrid, Spain. Participants: Adults over 18 years old with hemiparesia from stroke or brain injury who can walk and have mild to moderate balance problems. Groups: Participants will be randomly assigned to one of two groups: Control Group: Receives usual occupational therapy (2 sessions per week, 1 hour each) Experimental Group: Receives 30 minutes of occupational therapy plus 30 minutes of Nintendo Switch exercises (2 sessions per week, 1 hour total) for 8 weeks The Nintendo Switch sessions use Ring Fit Adventure and Nintendo Switch Sports games that require standing, balancing, reaching, and moving different body parts. A therapist supervises all sessions. Before and after the 8-week intervention, all participants will be assessed on: Fall risk and balance: Using standardized tests including the Tinetti Scale, Timed Up and Go test, and Functional Reach Test Functional independence: Using the Functional Independence Measure (FIM) Quality of life: Using the WHOQOL-BREF questionnaire Satisfaction with treatment: Using the Client Satisfaction Questionnaire (CSQ-8) This study will provide preliminary information about whether Nintendo Switch can be a useful tool for rehabilitation of adults with hemiparesia after brain injury. If the intervention proves feasible and shows positive effects, it could be developed into a larger study and potentially used in clinical practice as a complement to traditional therapy. The engaging nature of video games might improve motivation and adherence to rehabilitation, which are important factors for recovery.
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 Dec 2025
Shorter than P25 for not_applicable
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
Study Start
First participant enrolled
December 12, 2025
CompletedPrimary Completion
Last participant's last visit for primary outcome
June 20, 2026
CompletedFirst Submitted
Initial submission to the registry
June 26, 2026
CompletedStudy Completion
Last participant's last visit for all outcomes
June 26, 2026
CompletedFirst Posted
Study publicly available on registry
July 6, 2026
CompletedJuly 6, 2026
June 1, 2026
6 months
June 26, 2026
June 26, 2026
Conditions
Outcome Measures
Primary Outcomes (1)
Fall Risk (Tinetti Scale)
The Tinetti Scale assesses balance and gait to estimate fall risk. Includes two sections: balance (maximum 16 points) and gait (maximum 12 points), totaling 28 points. Higher score indicates lower fall risk. Administered through direct observation.
Baseline (pre-intervention) and after 8 weeks (post-intervention, up to 1 week)
Secondary Outcomes (5)
Gait Speed and Balance (Timed Up and Go Test - TUG)
Baseline (pre-intervention) and post-intervention (up to 1 week)
Dynamic Balance (Functional Reach Test - FRT)
Baseline (pre-intervention) and post-intervention (up to 1 week)
Functional Independence (Functional Independence Measure - FIM)
Baseline (pre-intervention) and post-intervention (up to 1 week)
Quality of Life (WHOQOL-BREF)
Baseline (pre-intervention) and post-intervention (up to 1 week)
Treatment Satisfaction (Client Satisfaction Questionnaire - CSQ-8)
Post-intervention (up to 1 week)]
Study Arms (2)
Control Group
ACTIVE COMPARATORThe control grpup receives conventional occupational therapy only
Experimental Group
EXPERIMENTALThe experimental group recceives treatment with Nintendo Switch plus conventional occupational therapy.
Interventions
This study tests a novel rehabilitation approach combining Nintendo Switch active video gaming (exergaming) with conventional occupational therapy for adults with hemiparesia following stroke or acquired brain injury. The intervention uses commercially available Nintendo Switch console and games requiring full-body movement to target balance, postural control, strength, and coordination. The intervention is 30 minutes Nintendo Switch + 30 minutes conventional occupational therapy per session, twice weekly. This differs from: Pure exergame interventions where gaming replaces traditional therapy Technology-only approaches without conventional therapy Home-based unsupervised programs without therapist supervision Sessions are supervised by licensed occupational therapists who adjust difficulty, provide cues and assistance, ensure safety and proper movement patterns, and integrate gaming with conventional therapy goals.
Eligibility Criteria
You may qualify if:
- Individuals older than 18 years of age
- Present hemiparesia as a consequence of acquired brain injury with clinical evidence of persistent motor deficit
- Regularly attend rehabilitation treatment at Polibea Norte
- Have ability to walk with or without technical aids
- Present score between 14 and 22 on the Mini-BESTest test
- Have ability to understand simple instructions and follow the intervention
- Voluntarily accept participation and sign informed consent
You may not qualify if:
- Present severe cognitive deficit or global aphasia preventing understanding of tasks and risks of the intervention
- Present uncontrolled convulsive episodes or severe visual impairment preventing intervention with visual devices
- Present vestibular disorders
- Participating in other similar intervention programs during the same period
- Not accepting voluntary participation in the study and/or not signing informed consent
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Polibea Norte
Madrid, Madrid, Spain
MeSH Terms
Conditions
Interventions
Condition Hierarchy (Ancestors)
Intervention Hierarchy (Ancestors)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- INVESTIGATOR
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Occupational Therapist
Study Record Dates
First Submitted
June 26, 2026
First Posted
July 6, 2026
Study Start
December 12, 2025
Primary Completion
June 20, 2026
Study Completion
June 26, 2026
Last Updated
July 6, 2026
Record last verified: 2026-06
Data Sharing
- IPD Sharing
- Will not share