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Innovation in stroke rehabilitation: Determining the feasibility and effectiveness of customised active computer games to improve outcomes following stroke

A pilot investigation of the feasibility and effectiveness of custom-designed active computer games for physical rehabilitation of adult stroke survivors

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12613000220763
Enrollment
40
Registered
2013-02-25
Start date
2012-08-28
Completion date
2013-04-04
Last updated
2020-01-13

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Brief summary

Active gaming technologies are rapidly evolving and increasingly being used in therapeutic environments. The current range of commercially available software is of limited use in the context of stroke rehabilitation. This research study will investigate the safety, feasibility and effectiveness of a suite of customised gaming activities in a stroke population. We hypothesise that the gaming activities will be safe and feasible to use in a stroke population and will improve physical outcomes when used in additional to usual care.

Interventions

Phase 1: 40 participants will complete one testing session of 40 minutes duration to investigate feasibility and safety of the gaming activities, which utilise a motion-sensing camera and custom-written software. Participants will be randomly assigned to one of four gaming activities. Three of these games primarily involve tracking of hip and shoulder movements to perform actions on the television screen. The remaining game involves tracking of upper limb movements. Participants will work throug

Phase 1: 40 participants will complete one testing session of 40 minutes duration to investigate feasibility and safety of the gaming activities, which utilise a motion-sensing camera and custom-written software. Participants will be randomly assigned to one of four gaming activities. Three of these games primarily involve tracking of hip and shoulder movements to perform actions on the television screen. The remaining game involves tracking of upper limb movements. Participants will work through a protocol of testing which involves using the games in sitting and standing, and through varying levels of difficulty. All sessions will be undertaken on an individual basis under the supervision of a physiotherapist. Phase 2: Of these 40 participants, 16 will take part in a randomised study. Phase 2 participants will be recruited consecutively from Phase 1 until 16 participants have been recruited. The intervention group will participate in 8 gaming sessions of 40 minutes duration over a 4 week period, in addition to their usual care. During each session participants may interact with all four gaming activities and sessions will be individualised for each participant with guidance from the supervising therapist.

Sponsors

Florey Neuroscience Institiutes
Lead SponsorOther Collaborative groups

Study design

Allocation
Randomised controlled trial
Intervention model
Parallel
Primary purpose
Treatment
Masking
Blinded (masking used) (Outcomes Assessor)

Eligibility

Sex/Gender
All
Age
18 Years to No maximum
Healthy volunteers
No

Inclusion criteria

Haemorrhagic or ischaemic stroke; Able to sit unsupported a minimum of 10 seconds

Exclusion criteria

Medically unstable or other medical condition or neurological impairment that could confound the results; Severe receptive or expressive dysphasia; Significant cognitive deficit (MMSE <20)

Outcome results

None listed

Source: ANZCTR · Data processed: Mar 4, 2026