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VR-based EF Rehabilitation for Pediatric TBI

A Pilot Study on Virtual Reality-based Rehabilitation for Children With Traumatic Brain Injuries

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03611062
Enrollment
27
Registered
2018-08-02
Start date
2018-08-15
Completion date
2020-08-12
Last updated
2021-09-14

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

Conditions

Traumatic Brain Injury

Keywords

children, executive function, virtual reality, traumatic brain injury

Brief summary

Childhood traumatic brain injury (TBI) poses significant impairment in children's executive functions (EFs) for moderate to severe injuries, yet interventions specifically designed for children's EF rehabilitation post-TBI and rigorous clinical trials to establish the safety and efficacy of such interventions remain unavailable. In this study, the investigators will conduct a small-scale pilot randomized clinical trial to evaluate the safety and preliminary efficacy of a novel virtual reality (VR)-based training program for EF rehabilitation for mild complicated to severe childhood TBI. Knowledge from this research will provide empirical evidence for a larger-scale RCT after the conclusion of this pilot study, with the aim to improve the long-term health and quality of life in children with TBI, as well as promote efficiency and effectiveness of future psychological rehabilitation for children with TBI.

Detailed description

Traumatic brain injury (TBI) is a leading cause of acquired disability in U.S. children, with an estimated 700,000 cases every year, presenting in 75% of children with trauma and accounting for 70% of deaths from childhood trauma. Childhood TBIs often result in significant impairment in cognitive functions, particularly in core executive functions (EFs) due to the vulnerability of the frontal lobes, especially after a moderate to severe TBI. Core EF is composed of three skills: inhibitory control, working memory, and cognitive flexibility, whose impairment is associated with impaired daily EF skills, increased attention problems, and lower quality-of-life (QoL). The CDC reported to Congress in 2015 that post-TBI cognitive rehabilitation was the No. 1 unmet health care need for children with TBI. However, evidence-based EF rehabilitation programs are lacking. Although research has shown that a combination of diverse cognitive interventions may improve children's EF, clinically adapting and implementing such interventions in the rehabilitation setting is hampered by limited affordability, accessibility, adherence, and generalizability. Virtual reality (VR) offers an exciting alternative strategy for EF rehabilitation of childhood TBI for three reasons. First, VR has the flexibility to offer various EF training activities in a virtual environment within a restricted physical space. Second, VR can be delivered via Internet/mobile platforms, allowing children to participate in post-discharge training at home as needed. Third, unlike traditional computerized training programs, VR can provide immersive experiences in three dimensions. This may increase adherence to training and foster greater transfer of learned EF skills to untrained tasks in everyday life. Thus far, rigorous randomized clinical trials (RCTs) have not been conducted to establish the safety and efficacy of VR-based EF rehabilitation for childhood TBI. The overall goal of this pilot project is to assess the feasibility, safety, and preliminary efficacy of a novel VR-based interactive cognitive training (VICT) program for EF rehabilitation in children ages 7-17 years with complicated mild to severe TBI. The VICT program is an integrative hardware and software VR system that trains the three core EFs within a challenging animated mission. Using a small parallel-group RCT, the study focuses on refining clinically-appropriate VR research paradigms in pediatric rehabilitation settings and obtaining feasibility, safety, and preliminary efficacy data on children's EF improvement. After the conclusion of the present pilot study, the investigators will utilize the knowledge and skills gained from this phase to conduct a full-scale longitudinal parallel-group RCT to formally evaluate the VICT program's efficacy. Specifically, a small parallel-group RCT will be carried out in this study. The investigators aim to recruit 20-30 children with complicated mild to severe TBI and randomly assign each participant to either an intervention group (VICT) or a control group (comparable VR game without EF training). Preliminary efficacy outcomes will be assessed at pre-, post-intervention, and a follow-up visit up to six months after the post-intervention assessment. Aim 1. Refine clinically-appropriate paradigms for VR childhood TBI rehabilitation research. Aim 2. Explore feasibility, safety and preliminary efficacy of the VICT program. The feasibility and safety of the VICT program will be examined through both quantitative measures (adverse events, simulator sickness, and fatigability) and a semi-structured interview with children, families, and clinicians regarding perceived benefits and challenges. Preliminary efficacy data will be obtained on core EF, daily EF, attention problems, and health-related QoL for both groups. These data will then be used in a conservative way to estimate the effect size of this novel intervention and calculate the required sample size for future RCTs.

Interventions

BEHAVIORALVR Executive Functions Training

The Windows 10-based VICT program invites children to rescue an animated character named Lubdub from a castle. The program consists of three challenging and child-friendly tasks that correspond to the three core EFs.

BEHAVIORALVR Placebo Game

In this game, children in the control group will use the VR hand controller to cast different types of spells (bees, bouncy balls, sparkler spells) to objects in the virtual world. Objects in the VR world will all react differently to a spell being cast so as to provide children a relaxing and EF-free gaming experience.

Sponsors

Eunice Kennedy Shriver National Institute of Child Health and Human Development (NICHD)
CollaboratorNIH
University of Massachusetts, Lowell
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
DOUBLE (Subject, Caregiver)

Eligibility

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

Inclusion criteria

1. diagnosed with TBI 2. between 7 to 17 years old (inclusive) 3. lowest post-resuscitation Glasgow Coma Scale (GCS)=13-15 combined with trauma-related abnormalities on neuroimaging or a depressed skull fracture (complicated mild TBI, CDC/NIH definition), GCS=9-12 (moderate TBI, CDC/NIH definition), and GCS=3-8 (severe TBI, CDC/NIH definition) 4. fluent in English-based communication 5. currently score \<28 on the Agitated Behavior Scale (ABS), indicating mild to no agitation.

Exclusion criteria

1. severe physical/visual/cognitive comorbidities secondary to TBI that prevent proper utilization of a VR-based game and valid administration of the study measures 2. premorbid neurological disorder or neurodevelopmental issues prior to injury that prevent proper utilization of a VR-based game and valid administration of the study measures 3. patients who are restricted from using electronic gaming devices.

Design outcomes

Primary

MeasureTime frameDescription
Level of Simulator Sickness [Feasibility and Safety]Post-Intervention, up to 30 minutes after interventionMeasured by the Simulator Sickness Questionnaire. Total scores range from 0 to 26, with 0 representing a better outcome of less sickness.
Level of Physical Fatigability [Feasibility and Safety]Post-Intervention, up to 30 minutes after interventionMeasured by the Borg Rating of Perceived Exertion Scale. Total score ranges from 6 to 20, with 6 being a lower amount of exertion.
Perceived Virtual Reality Experience [Feasibility]Post-Intervention, up to 30 minutes after interventionMeasured by asking participants to respond to the following question: How much did you like the VR games you just played? Measured on a scale 1-5, with higher values indicating greater enjoyment

Countries

United States

Participant flow

Participants by arm

ArmCount
VR Executive Functions Training
Participants will receive training of executive functions in a virtual reality environment. VR Executive Functions Training: The Windows 10-based VICT program invites children to rescue an animated character named Lubdub from a castle. The program consists of three challenging and child-friendly tasks that correspond to the three core EFs.
13
Control
Participants will play a virtual reality game using the same hardware and similar environments, but without the training of executive functions. VR Placebo Game: In this game, children in the control group will use the VR hand controller to cast different types of spells (bees, bouncy balls, sparkler spells) to objects in the virtual world. Objects in the VR world will all react differently to a spell being cast so as to provide children a relaxing and EF-free gaming experience.
12
Total25

Baseline characteristics

CharacteristicControlTotalVR Executive Functions Training
Age, Continuous11.75 years
STANDARD_DEVIATION 3.17
12.80 years
STANDARD_DEVIATION 3.23
13.77 years
STANDARD_DEVIATION 3.09
Ethnicity (NIH/OMB)
Hispanic or Latino
1 Participants1 Participants0 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
11 Participants24 Participants13 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants0 Participants0 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Asian
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Black or African American
2 Participants4 Participants2 Participants
Race (NIH/OMB)
More than one race
1 Participants1 Participants0 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Unknown or Not Reported
0 Participants0 Participants0 Participants
Race (NIH/OMB)
White
9 Participants20 Participants11 Participants
Sex: Female, Male
Female
4 Participants9 Participants5 Participants
Sex: Female, Male
Male
8 Participants16 Participants8 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
deaths
Total, all-cause mortality
0 / 130 / 12
other
Total, other adverse events
1 / 131 / 12
serious
Total, serious adverse events
0 / 130 / 12

Outcome results

Primary

Level of Physical Fatigability [Feasibility and Safety]

Measured by the Borg Rating of Perceived Exertion Scale. Total score ranges from 6 to 20, with 6 being a lower amount of exertion.

Time frame: Post-Intervention, up to 30 minutes after intervention

ArmMeasureValue (MEAN)Dispersion
VR Executive Functions TrainingLevel of Physical Fatigability [Feasibility and Safety]6.25 score on a scaleStandard Deviation 0.5
ControlLevel of Physical Fatigability [Feasibility and Safety]11.50 score on a scaleStandard Deviation 2.12
Primary

Level of Simulator Sickness [Feasibility and Safety]

Measured by the Simulator Sickness Questionnaire. Total scores range from 0 to 26, with 0 representing a better outcome of less sickness.

Time frame: Post-Intervention, up to 30 minutes after intervention

ArmMeasureValue (MEAN)Dispersion
VR Executive Functions TrainingLevel of Simulator Sickness [Feasibility and Safety]0.16 score on a scaleStandard Deviation 0.19
ControlLevel of Simulator Sickness [Feasibility and Safety]0.03 score on a scaleStandard Deviation 0.04
Primary

Perceived Virtual Reality Experience [Feasibility]

Measured by asking participants to respond to the following question: How much did you like the VR games you just played? Measured on a scale 1-5, with higher values indicating greater enjoyment

Time frame: Post-Intervention, up to 30 minutes after intervention

ArmMeasureValue (MEAN)Dispersion
VR Executive Functions TrainingPerceived Virtual Reality Experience [Feasibility]3.75 units on a scaleStandard Deviation 0.96
ControlPerceived Virtual Reality Experience [Feasibility]4 units on a scaleStandard Deviation 0

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