None listed
Conditions
Brief summary
This study aims to explore the functionality and acceptability and feasibility of a novel immersive virtual reality gamified rehabilitation therapy programme, the Spatialist VR (SVR) for adult patients with an acquired brain injury and visuospatial neglect. The study will be completed in two phases. This phase will evaluate the acceptability of the SVR therapy programme and explore the feasibility of a future larger RCT, including sample size calculation by using a pilot RCT model.
Interventions
For phase 2 the study will explore acceptability of Spatialist VR programme and feasibility of conducting a larger trail. Spatialist VR is an immersive gamified virtual reality programme that enables a comprehensive assessment and targeted rehabilitation for patients with an acquired brain injury and visuospatial neglect. Participants will sit in a chair, wear a virtual reality headset and interact with the immersive gamified programme and respond to prompts using a game controller to click on specific targets. The SVR program asks participants to navigate through dynamic environments where they scan their surrounds to locate these specific targets. An Occupational Therapist will administer the intervention and supervise from start to finish. The Spatialist VR will record participants participation. Participants will receive 5 sessions per week of 15 minutes of VR therapy for 3 weeks or until discharge.
Sponsors
Study design
Eligibility
Inclusion criteria
Patients with an acquired brain injury aged equal to or older than 18 years, diagnosed visuospatial neglect. Score of <18 on the Motion Sickness Susceptibility Questionnaire Short-form (MSSQ)
Exclusion criteria
Reported history of conditions that may be exacerbated by VR use (e.g. epilepsy, vestibular disorders, or other health contraindications) • Reported significant uncorrected visual impairments that would prevent use of VR • Reported pregnancy to avoid unknown potential risks to pregnancy related to VR use • Psychiatric or neurological conditions (e.g. psychosis or advanced dementia) that I-VR use may disrupt their sense of reality • Severe aphasia or communication deficits as determined by research team