Skip to content

Biofeedback-enhanced Interactive Computer-play for Youth With Cerebral Palsy

Biofeedback-enhanced Interactive Computer-play for Youth With Cerebral Palsy: a Feasibility Pilot Study Measuring the Effect of Play on Wrist and Hand Activity

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03677193
Enrollment
19
Registered
2018-09-19
Start date
2018-09-27
Completion date
2019-03-15
Last updated
2020-01-31

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

Conditions

Cerebral Palsy

Brief summary

The protocol aims to evaluate the feasibility and potential efficacy of an Interactive Computer Play (ICP) intervention. The ICP intervention is built to help youth with Cerebral palsy (CP) who have difficulty performing activities of daily living with their hand. The ICP intervention is a video game controlled by performing gestures with the non-dominant hand. Using Low-cost commercial technology muscle activity and arm movement is used to recognize the gestures which control the game. Players will get feedback in the game about the quality of their movements through the built-in points and rewards system. This repetitive practice and feedback will help the participants build strength and control in their arm. To evaluate this ICP intervention, 10 participants, with hemiplegic CP and 8-18 years old, from Holland Bloorview will be recruited for a pilot feasibility study using a single-case experimental design (SCED). The design is as follows: 1. Phase 1. Participants will speak with therapists / researchers in an Initial Dialogue to: 1. Introduce the study/game and what it offers types of daily activities 2. Set Performance goal areas (Canadian Occupational Performance Measure (COPM)), and 3. Develop an action plan to facilitate the successful achievement of their goals. 2. Phase 2. Participants will perform baseline functional assessments including: active range of motion (AROM), Assisting Hand Assessment (AHA), Box and Blocks Test (B&B). 3. Phase 3. During the 4-week intervention, participants will play the ICP game from their home according to the goals they define during the initial dialogue. This is expected to be 20-30 min \* 5 days per week. Once per week, participants will play the ICP intervention with a researcher in clinic or at home who will also measure AROM while recording the play session. 4. Phase 4. After the intervention, participants will complete clinical measures of functional performance (AROM, AHA, B&B) a final time and speak with therapist and researcher to re-evaluate goals (COPM). By leveraging the motivational and immersive aspects of ICP and combining it with evidence-based movement feedback this protocol has the potential to improve home-based ICP therapies for persons with CP.

Interventions

BEHAVIORALPlaying ICP game

Participants will play the ICP game from their home this is expected to be 30 min \* 5 days / week for 4 weeks. Once per week, participants will play the ICP game with a researcher.

Sponsors

Holland Bloorview Kids Rehabilitation Hospital
Lead SponsorOTHER

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
TREATMENT
Masking
NONE

Intervention model description

The study will be conducted a single-case experimental design (SCED). Participants will be randomly assigned to begin the intervention at staggered starting-points.

Eligibility

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

Inclusion criteria

1. Clinical diagnosis of Cerebral Palsy. 2. Age: 8-18 years. This age range was selected given the popularity of video games and the size of the muscle sensors available. 3. Manual Abilities Classification System levels I-III. 4. Have a goal relating to improving hand / wrist function. 5. Dominantly spastic presentation 6. Able to co-operate, understand, and follow simple instructions for game play. This will be assessed during the information and assent process by the researcher. 7. Having passive ROM of at least 10° greater than AROM.

Exclusion criteria

1. History of unmanaged epilepsy. Video game systems are not recommended for individuals with a history of epilepsy as per manufacturer's Health and Safety Precautions. 2. Has received a Botulinum Toxin treatment within 3 months or constraint-based movement therapy within 6 months of the study enrollment. 3. Visual, cognitive or auditory disability at a level that would interfere with game play. The child must have normal or corrected to normal vision and hearing. 4. Dominantly dystonic presentation 5. Unable to commit an estimated minimum of 10 hours to their training plan over four weeks.

Design outcomes

Primary

MeasureTime frameDescription
Change in Active Range of Motion (AROM)pre-intervention, each week of intervention (weeks 1-4 of the intervention)active wrist AROM
Change in Canadian Occupational Performance Measure (COPM)pre-intervention, post-intervention (5 weeks after pre-intervention)Evaluates changes in perceived function and satisfaction of performance in self-identified goal areas.

Secondary

MeasureTime frameDescription
Change in Assisting Hand Assessment (AHA)Pre-intervention, post-intervention (5 weeks after pre-intervention)a sequence of bimanual tasks through the semi-structured progression of a board game (\ 15 minutes).
Change in Box and Blocks Test (B&B)Pre-intervention, post-intervention (5 weeks after pre-intervention)the participant has one minute to move blocks from one side of a box, over a center divider, and place on the other side of the box.

Countries

Canada

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 18, 2026