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Effects of immersive Virtual Reality Game Training on Muscle Tone, Balance and Gait Ability in patients with Chronic Stroke

Effects of immersive Virtual Reality Game Training on Muscle Tone, Balance and Gait Ability in patients with Chronic Stroke

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
CRIS
Registry ID
KCT0010847
Enrollment
180
Registered
2025-08-05
Start date
2023-04-12
Completion date
Unknown
Last updated
2025-11-10

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

Conditions

None listed

Interventions

Behavioral : This study involved a fixed program schedule for both the immersive virtual reality and traditional physical therapy groups, and the immersive virtual reality and traditional physical the

Sponsors

Bundang Jesaeng Hospital
Lead Sponsor

Eligibility

Sex/Gender
All

Inclusion criteria

Inclusion criteria: Inclusion criteria included those diagnosed with stroke =2 years but <5 years from onset, age 50 to 60 years, functional gait category score 4 points, Berg Balance Scale score =41 points, and Korean Mini-Mental State Examination (K-MMSE) score =24 points.

Exclusion criteria

Exclusion criteria: Exclusion criteria included individuals with other neurological conditions, individuals with visual or hearing impairments, and those who were unable to undergo immersive virtual reality training.

Design outcomes

Secondary

MeasureTime frame
Center of Pressure (COP), Limited of Stability (LOS), Berg balance scale (BBS), Timed up and go test(TUG);10m walking, Velocity, Cadence, Step length, Stride length, Single limb support;Activities-specific balance confidence scales

Primary

MeasureTime frame
Balance;gait biomechanics; confidence

Countries

Korea, Republic of

Contacts

Public ContactHYUNMIN MOON

Bundang Jesaeng Hospital

nabuday11@hanmail.net+82-31-779-6515

Outcome results

None listed

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