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Effects of Virtual Reality on Cerebral Palsy

Effects of Virtual Reality on Cerebral Palsy; A Single-blind, Randomized Control Study: 3 Months Follow-up

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04768374
Enrollment
83
Registered
2021-02-24
Start date
2020-01-05
Completion date
2020-03-20
Last updated
2021-02-24

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

Conditions

Cerebral Palsy

Brief summary

Virtual reality (VR), is one of the most popular approaches to Cerebral Palsy (CP) rehabilitation and has been used in rehabilitation field for 30 years. VR is provided via a computer or a game console, and players interact with real-like objects . Using a VR interface as a rehabilitation tool increases the fun received by the client which, in turn, increases the participation of the client to the rehabilitation sessions. This is a study that focused on long-term effects of Virtual reality (VR) intervention on motor skills and activities of daily living (ADL) independence of children with CP.

Interventions

OTHERVirtual Reality with Kinect

In the study it was conducted a 12 week-intensive VR intervention (twice a week, 45 minutes each) and compared the results in the 12th week to investigate the effects of rehabilitation and follow-up assessments were made in the 16th and 24th weeks. From the beginning of the VR intervention, each game was played in equal durations by each participant. However, the difficulty of the games varied depending on the child's performance. Microsoft Kinect Games-Carnival Games was used as VR intervention. In meeting held with the authors to determine which games would be used in the VR program, 5 games were chosen and the remaining games were removed from the program because of their similar contents.

The COT based on neurodevelopmental treatment was carried out by the same occupational therapist. The treatment goals aimed at increasing the use of participant's extremities and improving the independence in ADL. The activities in the treatment were chosen in view of children's motor skills and daily living activities such as getting dressed, solving puzzles, and writing etc. Both groups received COT while the control group received COT only for 12 weeks.

Sponsors

Uskudar University
CollaboratorOTHER
Hacettepe University
Lead SponsorOTHER

Study design

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

Eligibility

Sex/Gender
ALL
Age
7 Years to 12 Years
Healthy volunteers
No

Inclusion criteria

* had to be 7 to 12 years-old, * to be diagnosed with CP, * to get 1 or 2 from Gross Motor Functioning Classification System, * to get a score of 1 to 3 from Manual Ability Classification System, * to score at least 23 from Mini Mental State Examination - children edition, * to be able to follow verbal instructions, and * to have the

Exclusion criteria

* having any surgical operation and/or botulinum toxin injection in last 6 months, * having any visual and hearing diseases that may affect using VR, and * participating in any other rehabilitation programs (such as physiotherapy, speech therapy, psychotherapy etc.), * having ataxic and/or dyskinetic symptoms.

Design outcomes

Primary

MeasureTime frameDescription
Change in Independence in Activities of Daily living (assessed with Abilhand-kids)Baseline, 12th week (end of intervention), 24th and 36th week(follow up)ABILHAND-Kids is a scale that was developed to evaluate activities of daily living (ADL) requiring upper limb usage of children aged between 6-15 years
Change in motor proficiency( assessed with Bruninsk-Oseretsky Test of Motor Proficiency 2-Brief Form (BOT2-BF))Baseline, 12th week (end of intervention), 24th and 36th week(follow up)BOT2-BF is a test that evaluates motor proficiency and allows therapists to compare results with specified norm values

Countries

Turkey (Türkiye)

Outcome results

None listed

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