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Effect of X-Box gaming on upper limb dysfunctions of stroke patients

Virtual Reality Training Improves Upper Limb Functions In stroke Survivors

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
IRCT
Registry ID
IRCT20191107045358N2
Enrollment
20
Registered
2021-04-14
Start date
2016-07-01
Completion date
Unknown
Last updated
2021-04-26

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

Conditions

Condition 1: Stroke. Condition 2: Stroke. Nontraumatic intracranial hemorrhage, unspecified Cerebral infarction

Interventions

Intervention group:.

Sponsors

Riphah International University
Lead Sponsor

Eligibility

Sex/Gender
All
Age
30 Years to 70 Years

Inclusion criteria

Inclusion criteria: Patients with any type of stroke (hemorrhagic or ischemic) Age between 30 -70 years At least one score on box and block test

Exclusion criteria

Exclusion criteria: Stroke patients with cognitive impairments Upper limb contractures Inability to sit independently

Design outcomes

Primary

MeasureTime frame
Gross motor function. Timepoint: Before Intervention and 6th week after intervention. Method of measurement: Fugl-Meyer Assessment (FMA-UE) Score.;Gross manual dexterity. Timepoint: Before Intervention and 6th week after intervention. Method of measurement: Box and Block Test.;Functional capacities of upper limb. Timepoint: Before Intervention and 6th week after intervention. Method of measurement: Wolf Motor Assessment Scale (WMFT).

Countries

Pakistan

Contacts

Public ContactMuhammad Ashar Rafi

Shifa Tameer e Millat University

ashar.dpt@outlook.com+92 51 5971801

Outcome results

None listed

Source: IRCT (via WHO ICTRP) · Data processed: Feb 4, 2026