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The feasibility and utility of using an accessible controller to improve motor and sensory function in people recovering from stroke through computer gaming: A randomised controlled pilot study.

The feasibility and utility of using an accessible controller to improve motor and sensory function in people recovering from stroke through computer gaming: A randomised controlled pilot study.

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12616000157471
Enrollment
30
Registered
2016-02-10
Start date
2015-11-24
Completion date
2016-06-30
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

Rehabilitation can be a long process for people after stroke, and needs to be intensive to drive functional recovery. Computer gaming is proposed as a way for people to increase their therapeutic time while engaged in enjoyable activities during their rehabilitation stay. This project will investigate if computing gaming, through the use of the OrbIT Gaming System, has benefits for people during their stroke rehabilitation. Particularly, we are interested in finding out if participation in computer gaming will improve movement and sensation in the affected upper limb following a stroke. The study will also ask participants and staff about their experiences using this system. This study is being conducted as part of a Physiotherapy student honours project. Participants are allocated (by chance) to one of two groups. Both groups will participate in the computer gaming activity using a novel controller and laptop, which will be readily available over a three-week period. The controller requires bimanual use – thus “forcing” the affected hand and arm to participate in directing motion of the unit. Further it is capable of delivering a haptic stimulation (vibration) to the affected hand only to theortically increase awareness of the affected hand. This will be used as an additional rehabilitation tool during each participant's stay at Hampstead Rehabilitation Centre, allowing as much use as possible. The games have been designed to be of broad appeal and easy to play (no experience required). Participants will also receive the usual rehabilitation ('standard care'). All participants (regardless of group) will be asked to undergo assessment at the beginning of the study and after the three-week period (1 hour for each assessment). All participants will be asked specific questions after the three-week intervention through a written questionnaire. This will enable us to compare the effects of computer gaming.

Interventions

The intervention is to participate in individual computer gaming sessions with the use of a controller (called ‘Orby’) and laptop, which will be readily available over a three-week period. There is no set time period a participant must play each day, so they can choose how much they play, and which games they play over the three-week period. This will be used as an additional rehabilitation tool during standard inpatient rehabilitation The games have been designed to be of broad appeal and eas

The intervention is to participate in individual computer gaming sessions with the use of a controller (called ‘Orby’) and laptop, which will be readily available over a three-week period. There is no set time period a participant must play each day, so they can choose how much they play, and which games they play over the three-week period. This will be used as an additional rehabilitation tool during standard inpatient rehabilitation The games have been designed to be of broad appeal and easy to play (no experience required). The controller unit requires bimanual control whereby the impaired hand/arm is assisted to participate in the controller motion. The affected hand also receives task-relevant haptic (vibration) stimulation during the gaming with the intent of increasing self-perception of the affected hand. The gaming software will record all usage time of participants.

Sponsors

University of South Australia
Lead SponsorUniversity

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

Aged over 18 years old Willing and capable to give informed consent Diagnosed with first time stroke; either ischemic or hemorrhagic Hemiparetic hand able to sit on Orby, either by itself or strapped Having sufficient shoulder range of movement and control for hand to be strapped; approximately 70 degrees shoulder flexion, neutral wrist and mid pronation/supination Able to focus and respond to screen-based games

Exclusion criteria

Significantly reduced vision or perception - unable to see/read computer screen Behavioral issues that preclude participation in seated computer gaming tasks Epilepsy A fixed contracture that prevents passive opening of the hand to place on ‘Orby’ Inability to follow instructions and answer written questions in English

Outcome results

None listed

Source: ANZCTR · Data processed: Feb 4, 2026