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Project Falcon: Exploring a Virtual Reality-based Video Game for Young People With Cerebral Palsy

Project Falcon: Exploring a Virtual Reality-based Video Game With Haptic Feedback for Sensory-motor Rehabilitation of Young People With Cerebral Palsy

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04298411
Enrollment
14
Registered
2020-03-06
Start date
2016-01-01
Completion date
2019-06-01
Last updated
2020-03-06

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

Conditions

Cerebral Palsy

Keywords

haptic feedback, Novint Falcon, upper limb motor function, rehabilitation, motor learning, neuroplasticity, video games

Brief summary

This study seeks to 1) adapt a low-cost controller, the Novint Falcon, and a set of video games that would provide rehabilitative feedback for young people with cerebral palsy, and 2) explore feasibility of the Falcon system and it's effect on upper limb and hand function.

Detailed description

Motivation: Children with cerebral palsy (CP) experience various challenges in upper limb motor function (e.g. muscle weakness, impaired manual abilities, spasticity, ataxia, athetosis and/or dystonia) that can impede their activities and participation in daily life. Rehabilitation strategies to support children with CP in achieving improved upper limb control target these areas through strengthening, endurance building, and motor learning activities. Neuroplasticity and motor learning are promoted by repetitive practice in a motivating and rewarding environment, immediate feedback on performance, and use of tasks with appropriate complexity that is increased as progress is made. Many elements of video games (e.g. progressive difficulty levels, engaging game play) may support motor learning and early evidence suggests that interactive computer play is likely effective for improving lower limb function with some promising indications for upper limb rehabilitation. The majority of evidence comes from studies that have used commercial gaming systems where children interact with virtual objects on the screen via their movements. These systems, however, do not provide haptic feedback, which may aid in motor learning and the transference of skills practiced in virtual environments to real-life. The Novint Falcon is a low-cost, three degree-of-freedom video game controller that can provide force and tactile feedback during game play. The three motors that enable the provision of haptic feedback can also be used to assist movements. A software development kit is available and enables custom design of games and applications. One previous study investigated this device in adults for stroke rehabilitation. While promising, one drawback identified was that the available mini-games did not practice therapeutically relevant movements. Objective: Considering the upper limb motor challenges experienced by children with CP and the potential of the Novint Falcon to assist in their rehabilitation, research is needed to develop challenging video games adapted for this controller. The objectives of this proposal are 1) to adapt a low-cost haptic controller and compile a set of video games that provide tactile and force feedback for the rehabilitation of young people with CP, and 2) to explore the feasibility of the system and the effects on upper limb and hand function. Methods: In pursuit of these two objectives: 1. Existing mini-games will be reviewed in partnership with therapists to identify promising games. Thereafter, new mini-games will be designed as needed to meet with therapeutic goals identified by the therapists. The design of the controller's grip will then be reviewed via a participatory design approach that engages both therapists and children with CP. New grips will be created as needed. 2. The resulting system will be evaluated in a clinic setting by children with hemiplegic CP (ages 7 to 16 years; n=14; 7/site) at Holland Bloorview Kids Rehabilitation Hospital and Institut de réadaptation en déficience physique de Québec. Each child with CP will take part in one initial assessment session, 12 one-hour rehabilitation sessions over 12 weeks during which they will play games developed for the Novint Falcon, and one final assessment session. Independent evaluators will assess the children with CP before (two baseline measurements will be established) and after the 12-week intervention. The outcomes of interest include: Canadian Occupational Therapy Performance Measure, Quality of Upper Extremity Skills Test, sensory profile, grip strength, and upper extremity range of motion. Further, child participants will complete the Physical Activity Enjoyment Scale, while therapists will complete the System Usability scale. Expected Outcomes. The results of this study if promising, will lay the foundation for a CIHR grant to explore the role of haptic feedback in interactive computer play therapies. Through this research, the investigators hope to offer an appealing tool to aid in the rehabilitation of children with CP that is both therapeutically valuable and enjoyable.

Interventions

DEVICEFalcon

The Falcon contains a selection of 25+ games that require wrist extension and challenges children to grasp the controller with their affected hand. As children progress, they may advance to more difficult games that challenge the child to work against a resistance and/or apply greater grip forces. Therapists will be trained on the system, games, and given a guide summarizing the available games and the motor function areas targeted in the game. Using this guide, therapists can choose the games that are most suited to the child's abilities and goals. As multiple games will target many of the same motor function areas, children will have the option of choosing the games they like best to maximize motivational value. While this introduces some variability in the intervention, this flexibility is required to ensure that the therapy is targeting the specific interests, needs and goals of each individual child and is reflective of how ICP is used in a clinic setting.

Sponsors

Holland Bloorview Kids Rehabilitation Hospital
Lead SponsorOTHER

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
TREATMENT
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
7 Years to 16 Years
Healthy volunteers
No

Inclusion criteria

* Diagnosis of hemiplegic cerebral palsy * Level I to III on the Manual Abilities Classification System (MACS) * Ability to understand and communicate in English (Holland Bloorview site) or French (IRDPQ site) at a grade 2 level or higher

Exclusion criteria

* Received Botulinum Toxin in the most recent 3 months * History of epilepsy * Past experience of an injury or disability that would render therapy unsafe * Visual, cognitive or auditory disabilities that interfere with the ICP

Design outcomes

Primary

MeasureTime frameDescription
Change in Canadian Occupational Performance Measure (COPM)Measured at 0 weeks (pre-intervention) and 12 weeks (post-intervention).The Canadian Occupational Performance Measure evaluates changes in perceived function and satisfaction of performance in self-identified goal areas. The child and parent work together with the therapist to identify 1-3 goals of interest. For each goal area, the child/parent ranks its importance, performance and satisfaction on a scale of 1-10. A higher rating indicates a more positive outcome.

Secondary

MeasureTime frameDescription
Change in Grip StrengthMeasured at 0 weeks (pre-intervention) and 12 weeks (post-intervention).A sphygmomanometer is used to measure grip strength of the hand by determining the amount of pressure (mmHg) that the hand can apply.
active/passive range of motionMeasured at 0 weeks (pre-intervention) and 12 weeks (post-intervention).A goniometer is used to measure degrees of active/passive range of motion of the wrist.
Change in Children's Hand-use Experience Questionnaire (CHEQ)Measured at 0 weeks (pre-intervention) and 12 weeks (post-intervention).Children's Hand-use Experience Questionnaire (CHEQ) is a 29 item child- or parent- completed questionnaire that examines how the weaker/affected limb is used in everyday activities. It presents a list of common daily activities that typically require use of two hands.The minimum score value is 0 and the maximum score value is 100. A higher score means a better outcome.
Change in Shortened Physical Activity Enjoyment Scale (S-PACES)Measured at 1 week, 6 weeks, and 12 weeks.Consists of 10 pairs of statements scored on a 5-point Likert scale that probe factors in enjoyment of physical activity. The minimum score value is 1 and the maximum score value is 5. A higher score means a better outcome.
Change in the answers reported in custom feedback questionnairesMeasured at 1 week, 6 weeks, and 12 weeks.Custom feedback questionnaires will be used to evaluate the perceived quality of feedback, motivation, and difficulty of tasks during ICP therapies. It is based on validated questionnaires for measuring usability (SUS) and enjoyment (Flow short) and a custom questionnaire used in a previous study investigating ICP therapy games with this population. The custom feedback questionnaire consists of open-ended questions. Open-ended questions include: What did you like about the games? What didn't you like about the games? What would make the games more fun?

Countries

Canada

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 15, 2026