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Rehabilitation Effects on Balance With Kinect for Xbox Virtual Reality Games

Evaluation of the Rehabilitation Effects on Balance With Kinect for Xbox Virtual Reality Games for Patients With Stroke

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT02735265
Enrollment
60
Registered
2016-04-12
Start date
2015-02-28
Completion date
2016-02-29
Last updated
2016-04-12

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

Conditions

Stroke

Keywords

Rehabilitation, Virtual reality

Brief summary

Virtual reality balance training has already been used in stroke rehabilitation, and previous studies supported that could improve balance ability. Although the treatment effects were supported in studies, there are still limitations in clinical intervention and the study power is not enough. Study will use Kinect for Xbox games for balance intervention. Investigators will recruit 60 patients with chronic stroke from Shung-ho hospital clinical rehabilitation and randomly assign participants to standard treatment plus virtual reality group (N=30) and standard treatment only group (N=30). There are total 12 sessions (2 times weekly) for both groups. Investigators will assess subjects' ability for 3 times (pre- and post-intervention, follow up in post 3 month).Investigators will also record the pleasure scale and adverse event after every training session. Hypothesis is that Kinect for Xbox intervention can significantly improve subjects' balance ability, confidence of balance, ADL, and QOL compared to the conventional rehabilitation. It may help to develop a new clinical model of virtual reality training for patients with chronic stroke.

Detailed description

Many stroke survivors suffered postural and balance problems. Decreased mobility limits their daily life activities. Virtual reality balance training has already been used in stroke rehabilitation, and previous studies supported that could improve balance ability. The mechanism is multi-sensory feedback and repeated practices that could facilitate motor learning and brain neuroplasticity. Compared to conventional rehabilitation, VR rehabilitation could increase subjects' motivation and pleasure. Although the treatment effects were supported in studies, there are still limitations in clinical intervention and the study power is not enough. The study will use Kinect for Xbox games for balance intervention. Kinect for Xbox doesn't need additional controller held by subjects and can detect the movement in real time to give subjects visual and auditory feedback immediately. Investigators will recruit 60 patients with chronic stroke from Shung-ho hospital clinical rehabilitation and randomly assign them to standard treatment plus virtual reality group (N=30) and standard treatment only group (N=30). There are total 12 sessions (2 times weekly) for both groups. Investigators will assess subjects' ability for 3 times (pre- and post-intervention, follow up in post 3 month). The outcome measures include Force plate, Functional reach test, Berg Balance Scale, Time up and go for balance evaluations, Modified barthel index for ADL ability, Activities-specific Balance Confidence scale for balance confidence, and Stroke Impact Scale for quality of life. Investigators will also record the pleasure scale and adverse event after every training session. Collected data will be analyzed with repeated measures 2-way analysis of variance (ANOVA), Turkey test post hoc and independent T sample test. Hypothesis is that Kinect for Xbox intervention can significantly improve subjects' balance ability, confidence of balance, ADL, and QOL compared to the conventional rehabilitation. It may help to develop a new clinical model of virtual reality training for patients with chronic stroke.

Interventions

BEHAVIORALVirtual reality

12 training sessions (90 minutes a time, 2 times a week) IG:45 minute of Kinect for Xbox games and 45 minute of standard treatment.

BEHAVIORALStandard treatment

CG: 90 minute of standard treatment. 12 training sessions (90 minutes a time, 2 times a week)

Sponsors

Taipei Medical University Shuang Ho Hospital
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
SINGLE (Outcomes Assessor)

Eligibility

Sex/Gender
ALL
Age
20 Years to 75 Years
Healthy volunteers
No

Inclusion criteria

* Chronic stroke person (onset\>6m) * Could understand game command * Could stand unsupported or stand with advice at least 15 minute * Brunnstrom stage of LE ≥Ⅲ

Exclusion criteria

* Age \>75 years old or \<20 years old * Severe visual or auditory impairment * Modified Ashworth Scale of LE ≥ 3 * The Montreal Cognitive Assessment\<16 * Other medication(neural, cardio-pulmonary, musculoskeletal) that influence motor command during the game

Design outcomes

Primary

MeasureTime frameDescription
Berg Balance ScaleChange from Baseline at 6 weeks and 3 month follow upbalance function

Secondary

MeasureTime frameDescription
Activities-specific Balance Confidence scaleChange from Baseline at 6 weeks and 3 month follow upbalance confidence
Stroke Impact ScaleChange from Baseline at 6 weeks and 3 month follow upquality of life
Modified Physical Activity Enjoyment ScaleEvery training session during 6 weeks (total 12 sessions (2 times weekly))pleasure scale
Modified barthel indexChange from Baseline at 6 weeks and 3 month follow upActivity of daily live ability
Force plateChange from Baseline at 6 weeks and 3 month follow upbalance function for Weight bearing symmetry and dynamic standing balance
Functional reach testChange from Baseline at 6 weeks and 3 month follow upbalance function
Timed up and go-cognitionChange from Baseline at 6 weeks and 3 month follow upbalance function
Adverse event timesEvery training session during 6 weeks (total 12 sessions (2 times weekly))

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026