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Virtual Reality and Active Video Games to Improve Balance in Children With Brain Injury

Use of Low-Cost Virtual Reality and Active Video Games to Improve Balance and Perceptual Skills in Children With Cerebral Palsy and Brain Injury

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03386968
Enrollment
4
Registered
2017-12-29
Start date
2017-12-07
Completion date
2022-01-06
Last updated
2022-01-10

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

Conditions

Cerebral Palsy, Acquired Brain Injury

Keywords

virtual reality, hemiplegia, diplegia, video gaming, active video games, Playstation X-Box 360, Rutgers V-Step, Microsoft Kinect

Brief summary

The purpose of this pilot feasibility study is to assess the feasibility of using the Playstation Xbox 360 and Rutgers V-step via a Kinect Sensor with active video game software as a part of a physical therapy intervention to improve obstacle negotiation, gait speed, and stair negotiation in ambulatory children with Cerebral Palsy (CP) hemiparesis or spastic diplegia, or non-progressive brain injury (BI). Children will be assessed using perceptual, balance, functional and gait assessments.

Interventions

Children will visit Blythedale for 8 sessions, one 45-session visit per week, in place of one of the child's typical physical therapy sessions. During each session, children will play a video game on the X-Box Kinect system, using the games Kinect Adventures and Kinect Sports. The child will first play a Kinect Adventures game, which requires ambulating, ducking, and dodging one's way through an obstacle course.

Children will attend their usual care physical therapy appointments at Blythedale.

Sponsors

Blythedale Children's Hospital
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
NONE

Intervention model description

A Randomized Block Design will be utilized in order to attempt to match subjects according to functional level and diagnosis (cerebral palsy or acquired brain injury). Upon signing consent the subjects will be grouped based on their diagnosis. At that time gait speed for the 10 M Walk Test will be utilized to categorize all participants into a fast and slow group. (subjects performing the 10 M Walk Test at a speed less than .4 m/s will be placed in the slow group, and subjects testing at a speed greater than or equal to .4 m/s will be placed in the fast group After this determination is made, subjects will be randomized to control (usual care), and intervention one therapy session replaced with a session utilizing Active video games and the Rutger's V-step. A minimum of 2 subjects per grouping will be sought in order to analyze for differences.

Eligibility

Sex/Gender
ALL
Age
7 Years to 17 Years
Healthy volunteers
No

Inclusion criteria

* Age 7-17 * Diagnosis of Cerebral Palsy or Diagnosis of Acquired Brain Injury * Ambulatory with or without an assistive device x 150 feet * Cognition and attention ability sufficient to be successful in video game play and to follow instructions of the investigator. * Able to complete testing process. * Current patient at Blythedale Children's Hospital program (Expected Length of Stay/availability for study of approximately 8 weeks)

Exclusion criteria

* Any history of photosensitive epilepsy or seizures triggered by exposure to flashing lights, television or video games * Attention or behavior problems that prevent the successful completion of game play * Any acute musculoskeletal injury that limits weight bearing on one lower extremity (due to orthopedist concerns for fracture or injury) * Any medical condition that prevents the child from tolerating exercise due to cardiovascular conditions

Design outcomes

Primary

MeasureTime frameDescription
Change in Pediatric Evaluation of Disability Inventory Computer Adaptive TestFrom before intervention to immediately after interventionThe PEDI-CAT measures abilities in three functional domains: Daily Activities, Mobility and Social/Cognitive.

Secondary

MeasureTime frameDescription
Change in Gross Motor Function Measure (GMFM) subtest D and EFrom before intervention to immediately after interventionThe GMFM is a standardized observational instrument designed and validated to measure change in gross motor function over time in children with cerebral palsy.
Change in Four Square Step TestFrom before intervention to immediately after interventionMeasures how well a patient can change directions while stepping.
Change in Functional Gait Assessment (FGA)From before intervention to immediately after intervention10-item test that assesses dynamic balance and postural stability during gait.
Change in 10 Meter walk testFrom before intervention to immediately after interventionMeasures time taken for a participant to walk 10 meters
Change in Visually guided weight shift ability as measured by the Smart Balance Master®From before intervention to immediately after interventionForce platform system that tests balance
Change in Children's Assessment of Participation and EnjoymentFrom before intervention to immediately after interventionSelf-report measures of children's participation in recreation and leisure activities outside of mandated school activities.
Change in Motor Free Visual Perceptual Test (MVPT)-4From before intervention to immediately after interventionThe MVPT-4 assesses five categories of visual perception: Visual Discrimination: Ability to discriminate dominant features of different objects, including the ability to discriminate position, shapes, and forms.

Countries

United States

Outcome results

None listed

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