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Video Game-based Therapy for Arm Weakness In Progressive Multiple Sclerosis

Video Game-based Therapy for Arm Weakness In Progressive Multiple Sclerosis

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03094364
Enrollment
31
Registered
2017-03-29
Start date
2015-11-30
Completion date
2018-10-31
Last updated
2019-04-18

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

Conditions

Hemiparesis, Primary Progressive Multiple Sclerosis

Keywords

Constraint-induced movement therapy, video game, virtual reality, upper extremity, CI therapy, rehabilitation, hemiparesis, MS, multiple sclerosis, progressive multiple sclerosis, primary progressive multiple sclerosis, secondary progressive multiple sclerosis, motor, physical therapy, physiotherapy, occupational therapy, arm, hand

Brief summary

Participants will receive intensive therapy through a video game in their own homes for 1 month. The game is operated by movements of the body (no controller needed) and acts like a virtual therapist. Participants will agree to play the game for 30 hours. They will also receive 4 home visits from a therapist designed to increase use of their arm for daily activities that are important to them. Participants will also receive a smart watch that will measure use of their weaker arm and alert them when their arm is not participating in activities. Arm strength and function will be measured before and after the therapy program.

Detailed description

Randomized waitlist control trial. One group will receive treatment immediately (50%) and the other group will receive treatment following a three-week delay (50%). Group 1 will be assessed by physical/occupational therapists and rehabilitation psychologists (blinded to treatment phase) before and after the virtual gaming treatment. Group 2 will receive two baseline assessments (baseline followed by three weeks of usual and customary care and then another baseline before starting the gaming treatment), and again after three weeks of virtual gaming treatment.

Interventions

Intensive remote (via video game) therapy for upper extremity hemiparesis.

Sponsors

Ohio State University
CollaboratorOTHER
University of Massachusetts, Lowell
Lead SponsorOTHER

Study design

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

Eligibility

Sex/Gender
ALL
Age
18 Years to No maximum
Healthy volunteers
No

Inclusion criteria

* Patients who have progressive multiple sclerosis resulting in upper extremity motor impairment. * Have the ability to comprehend and participate in basic elements of the therapy. * Have substantial non-use in the more affected upper extremity.

Exclusion criteria

* Are currently participating in other experimental trials. * Are currently participating in additional upper extremity therapy. * Experienced relapse within the past 6 months. * Too frail to undergo intensive rehabilitation, * Those with serious, uncontrolled medical problems.

Design outcomes

Primary

MeasureTime frameDescription
Bilateral Activity Monitors (Accelerometers)0 to 1 MonthsDevices to monitor upper extremity movement throughout treatment
Wolf Motor Function Test0 to 1 MonthsAssessment to evaluate motor function

Secondary

MeasureTime frameDescription
Short form-36 Health Survey0 to 1 MonthsSurvey
Neuro-QOL0 to 1 MonthsAssessment to measure quality of life
Biomechanical Measures0 to 1 MonthsRecorded during game play through limb activation device and Kinect
Montreal Cognitive Assessment (MoCA)0 to 1 MonthsAssessment to measure cognitive function
Patient Health Questionnaire (PHQ-9)0 to 1 Months
Multiple Sclerosis Impact Scale (MSIS-29)0 to 1 MonthsScale to asses living with MS

Countries

United States

Outcome results

None listed

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