Distal Radius Fracture, Chronic Regional Pain Syndrome, Flexor Tendon Rupture
Conditions
Keywords
Virtual Reality, Function, Hand Therapy, Exercises
Brief summary
The purpose of this study is to determine if the use of Virtual Reality as an intervention for patients following specific hand injuries will positively affect patients with decreased hand function and reduce pain and improve outcomes. Participants will be recruited from 3 different clinics in central Kentucky.
Detailed description
Participants will participate in four sessions of therapy treatment over a 2-3 week time span of schedule therapy appointments during their active phase of rehabilitation for approximately 1-hour virtual reality (VR) training dosage which will be recorded. The specific virtual reality games within the Oculus Quest 2 VR system will be selected by the therapist providing interventions each session. In addition to the Virtual Reality intervention noted above, participants will participate in a pre and post-test outcome measure session (25-30 minutes) with a research team member. (See outcome measure section for more details).
Interventions
Hand Therapy Exercises utilizing Oculus Quest 2 VR system with augmented feedback for patient to perform active hand therapy. Specific interventions / games will be selected by the participants individual therapist.
Sponsors
Study design
Masking description
No Masking.
Intervention model description
Participants at the Commonwealth Hand and Physical Therapy clinic with the 3 included arm and hand injury diagnoses will be offered the opportunity in a flyer at the clinic to participate in the VR study. Those consented will complete the pre and post outcome measures outlined within this document with the research team member. For intervention, the participants will be instructed by the treating therapist in standard of care rehabilitation and utilize Virtual Reality with the Oculus Quest 2 system as the active exercise component of their rehabilitation over approximately approximately 4 sessions, totally \ 1-hour. The specific virtual reality games within the Oculus Quest 2 VR system will be selected by the therapist providing interventions each session. The virtual reality game allows for augmented visual feedback and will be directly supervised by the treating therapists.
Eligibility
Inclusion criteria
1. Attending hand therapy for rehabilitation of an upper extremity injury with a diagnosis of distal radius fracture, complex regional pain syndrome or tendon ruptures 2. Must be in an active exercise phase of rehabilitation
Exclusion criteria
1. Not in a phase in their rehabilitation in which they can perform active exercises 2. Having arm injury due to a neurological disorder (stroke, Multiple sclerosis, spinal cord injury, other) 3. Non-English speaking 4. Patient reporting a history of severe claustrophobia or motion sickness
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Hand Function Measures - Box and Block Test | 4 minutes | The patient is asked to grasp a single block out of one box and move the block into the other box. They must cross midline to drop the box into the other box. This is a timed test for 1 minute. The number of blocks moved are counted and then the test is repeated with the other hand. A 15 second trial practice is performed so the participant understands the test. The number of blocks move with each hand is recorded. |
| Hand Function Measures - Nine Hole Peg Test | 8 minutes | Nine Hole Peg Test measures finger dexterity and motor function. The participants will take 9 pegs from a container and place into a board as quickly as possible and then return them back to the container. A practice trial of this assessment will also occur prior to the documented time trial. |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Quick Disability of Arm Shoulder and Hand (QDASH) | 5 minutes | Quick DASH (QDASH) subjective report measure is an 11-item questionnaire to indicate the level of disability a person is currently having given their injury. It is scored from 0-100 with 0 representing no disability and 100 indicating the have severe disability. A lower score is a better score on this outcome measure. |
| Visual Analog Scale | 1 minute | Self-Report Pain Measure on a 0 - 10 scale. |
| Enjoyment Subscale of the Intrinsic Motivation Inventory scale | 7 minutes | 7 items on a subjective questionnaire (7 point Likert scale) - completed post intervention only |
Countries
United States