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In Home VR Therapy

Multi-user Virtual Training for Upper Extremity in the Home

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03062345
Enrollment
20
Registered
2017-02-23
Start date
2017-01-26
Completion date
2020-05-30
Last updated
2021-06-10

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

Conditions

Stroke

Keywords

Stroke, Virtual Reality Therapy, Rehabilitation, Upper Extremity, Arm, Telerehabilitation

Brief summary

Virtual reality is a video game in which a person and their real-time movements are represented on a screen in a virtual environment. This study will compare the use of multi-user virtual reality (VR) to single-user VR to determine if either provides superior engagement in upper extremity therapy and greater motivation to perform repetitive training. Stroke survivors will participate in a longitudinal study in which they will have the opportunity to perform rehabilitative training with multi-user VR and single-user VR modes in their homes. They will use each mode for 2 weeks, completing 4 session per week, each session is 1 hour long. Upper extremity motor control, level of engagement, and active range of motion will be assessed at time points during the intervention period. Subject evaluations will take place before the intervention, at the midpoint of intervention (between switching from multi-user to single-user modes, or vice versa), and at the end of the intervention. The investigators hope to address two aims: Aim 1: To determine if the use in-home multi-user virtual reality treatment results in greater engagement in therapy compared with in-home single user virtual reality treatment. Aim 2: To determine if in-home virtual reality treatment results in greater practice The investigators hypothesize that stroke survivors will be more engaged in therapy when training with the multi-user VR system and this will translate into greater practice.

Interventions

OTHERSingle-User Virtual Reality Upper Extremity Therapy

Virtual Reality games with the user as the only person required for participation

OTHERMulti-User Virtual Reality Upper Extremity Therapy

Virtual reality games in which more than one user is required for participation. Users interact in the virtual environment.

Sponsors

Shirley Ryan AbilityLab
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
CROSSOVER
Primary purpose
DEVICE_FEASIBILITY
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
21 Years to 80 Years
Healthy volunteers
No

Inclusion criteria

* Are between the ages of 21 and 80 * Experienced a single stroke at least 6 months prior to enrollment * Have moderate arm impairment as indicated by a score between 4 and 6 on the Chedoke-McMaster Stroke Assessment, arm subscale * Live within 20 miles of the Rehabilitation Institute of Chicago (as study personnel will need to travel to their home)

Exclusion criteria

* Other neurological, neuromuscular, or orthopedic disease * Pain in the upper extremity with movements required in the treatment * Contracture that limits use of the VR system * Vision problems which would preclude the ability to use the VR system * Cognitive or language deficits that would prevent them from understanding the tasks * Concurrent enrollment in another intervention study involving the affected arm or hand * Botox injection in the arm within the previous 6 months

Design outcomes

Primary

MeasureTime frameDescription
Hand displacement during each sessionDistance hand moves on average per session during each 2-week treatment phase (each subject will complete 2, 2-week phases of treatment. One 2-week phase being the Single-user mode and the other 2-week phase being the Multi-user mode)total distance hand moves during all therapy sessions divided by the number of sessions in which a subject participates.

Secondary

MeasureTime frameDescription
Therapy mode amount of use2 week treatment phaseTotal amount of time subject spends in their assigned therapy mode during the 2-week treatment phase.
Change in Active Range of MotionFirst measure taken at baseline, then also at the end of the first 2-week treatment phase and finally at the end of the second 2-week treatment phase.Change from baseline in angle of upper extremity movement (shoulder and elbow)
Comparison of Intrinsic Motivation Inventory Score between therapy modesFirst measure taken at the end of the first 2-week treatment phase; Second measure taken at the end of the second 2-week treatment phase.Difference in Intrinsic Motivation Inventory score between single-user and multi-user modes

Countries

United States

Outcome results

None listed

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