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Individualized Vestibular Rehabilitation for Elderly With Self-Management and Gaming Elements

Evaluation of an App for Individualized Vestibular Rehabilitation for Elderly With Self-Management and Gaming Elements

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05436067
Enrollment
40
Registered
2022-06-28
Start date
2022-05-23
Completion date
2023-01-13
Last updated
2025-04-24

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

Conditions

Balance; Distorted, Vestibular Diseases, Vestibular Disorder

Keywords

balance, telehealth, physical therapy, mobile application, serious gaming, rehabilitation, vestibular, dizziness

Brief summary

The aim of this study is to test whether when using the Vestibular Rehabilitation App older patients perform rehabilitation in a similar manner as when directly instructed by a clinician. A secondary goal is to evaluate usability and enjoyment of the app.

Detailed description

The main aim of this study is to test the prototype Vestibular Rehabilitation App (that has been specifically developed for this study) in the lab setting to evaluate if patients perform exercises with the app in a similar manner as when performing exercises in the traditional manner without the app. Errors in exercise performance identified by the app will be compared to those identified by a physical therapist. A secondary aim is to get feedback on enjoyment and ease of use of the Vestibular Rehabilitation App.

Interventions

DEVICEVestibular rehabilitation app

Delivery of vestibular rehabilitation through an app on a tablet or other portable device. The app takes patients through their rehabilitation session that has been prescribed by a clinician. Exercises are presented in the forms of games that are controlled by head or torso motion via a motion sensor that is placed on that body part. Data on the motion of the patient are calculated from sensor data and sent over the cloud for the clinician to access remotely.

OTHERTraditional Physical Therapy

Delivery of vestibular rehabilitation through traditional physical therapy.

Sponsors

National Institute on Deafness and Other Communication Disorders (NIDCD)
CollaboratorNIH
University of Kansas Medical Center
CollaboratorOTHER
CFD Research Corporation
Lead SponsorINDUSTRY

Study design

Allocation
RANDOMIZED
Intervention model
SINGLE_GROUP
Primary purpose
OTHER
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
60 Years to 75 Years
Healthy volunteers
No

Inclusion criteria

* aged between 60 and 75 * Presence of dizziness due to a central or peripheral vestibular disorder

Exclusion criteria

* Presence of neurological disease such as stroke, multiple sclerosis, Parkinson's * History of recent lower extremity surgery or severe pain in legs

Design outcomes

Primary

MeasureTime frameDescription
Change in Balance Outcome With the App - Single Leg BalanceDuring the testing with the app and during the testing without the app (up to 90 minutes)The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate balance measure fluency (a non-dimensional derivative of jerk). This was analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App
Perceived UsefulnessImmediately after the testingThe ease of use of information technology questionnaire is used to rate usefulness and perceived ease of use of the Vestibular Rehabilitation app. These are rated on a scale of 1-7, with 1 being the most positive response, 4 being a neutral response and 7 being the most negative response.
User Interface Satisfaction Questionnaire OutcomesImmediately after the testingThe questionnaire for user interface satisfaction (QUIS) is used to rate the Vestibular Rehabilitation app on use of its software and screen. These are rated on a scale of 0-9, with 9 being the most positive response and 0 being the most negative response.
Use Intention, Motivation and EnjoymentImmediately after the testingA questionnaire on use intention, motivation, and enjoyment is used to rate the Vestibular Rehabilitation app on the use intention, motivation and enjoyment of the app. These are rated on a scale of 1-7, with 1 being the most positive response, 4 being a neutral response and 7 being the most negative response.
Change in Head Angle With the AppDuring the testing with the app and during the testing without the app (up to 90 minutes)The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate peak head angles. These were analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App.
Change in Range of Motion With the AppDuring the testing with the app and during the testing without the app (up to 90 minutes)The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate head range of motion values. These were analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App
Change in Head Motion Frequency With the AppDuring the testing with the app and during the testing without the app (up to 90 minutes)The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate frequency of head motion. These were analyzed to identify differences for the conditions (arms) with and without the Vestibular Rehabilitation App
Change in Balance Outcome With the App - Weight Shift ExerciseDuring the testing with the app and during the testing without the app (up to 90 minutes)The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate range of motion in different directions during the weight shift balance exercise (in degrees). These were analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App
Change in Head Angle With FeedbackDuring the testing with the app (up to 45 minutes)The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate peak head angles. Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given.
Change in Range of Motion With FeedbackDuring the intervention with the app (up to 45 minutes)The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate range of motion values. Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given.
Change in Angular Velocity With FeedbackDuring the intervention with the app (up to 45 minutes)The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate angular velocity values . Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given.
Change in Balance Outcome With FeedbackDuring the intervention with the app (up to 45 minutes)The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate balance measures (jerk). Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given.
Error Identification DifferencesDuring the intervention with the app (up to 45 minutes)The exercise errors that are identified by the Vestibular Rehabilitation App and those identified by the physical therapist will be compared.

Secondary

MeasureTime frameDescription
Open Ended FeedbackImmediately after the interventionParticipants will be asked for open ended feedback after the testing with and without the Vestibular Rehabilitation App. Discussions will be guided with questions. The questions were as follows: 1) Describe your overall experience as you used the app today?; 2) Explain the positive features of the app as you did your exercises?; 3) Describe the negative features of the app as you did your exercises today?; 4) What changes would you like to see in the app to support you as you do your exercises?; 5) Do you see any barriers to using the app while doing your exercises at home?

Countries

United States

Participant flow

Recruitment details

A total of 40 participants were recruited and participated in this study.

Participants by arm

ArmCount
Overall Study Population
All participants underwent the same experiment. They will performed exercises with the Vestibular Rehabilitation App as well as without the App. The order was randomized. In the rest of the reporting the overall study population is presented in two different arms, Trials with Vestibular Rehabilitation App and Trials without Vestibular Rehabilitation App. These are the same participants and all participated in both arms.
40
Total40

Baseline characteristics

CharacteristicOverall Study Population
Age, Categorical
<=18 years
0 Participants
Age, Categorical
>=65 years
28 Participants
Age, Categorical
Between 18 and 65 years
12 Participants
Age, Continuous67.65 years
STANDARD_DEVIATION 4.76
Ethnicity (NIH/OMB)
Hispanic or Latino
2 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
37 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
1 Participants
Race (NIH/OMB)
American Indian or Alaska Native
2 Participants
Race (NIH/OMB)
Asian
0 Participants
Race (NIH/OMB)
Black or African American
2 Participants
Race (NIH/OMB)
More than one race
0 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
Race (NIH/OMB)
Unknown or Not Reported
1 Participants
Race (NIH/OMB)
White
35 Participants
Region of Enrollment
United States
40 participants
Sex: Female, Male
Female
20 Participants
Sex: Female, Male
Male
20 Participants

Adverse events

Event typeEG000
affected / at risk
deaths
Total, all-cause mortality
0 / 40
other
Total, other adverse events
0 / 40
serious
Total, serious adverse events
0 / 40

Outcome results

Primary

Change in Angular Velocity With Feedback

The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate angular velocity values . Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given.

Time frame: During the intervention with the app (up to 45 minutes)

Population: No data were collected on this. The feedback was mostly provided at the start of the trial and because of this there was no time window before the feedback, which would be required to calculate the change.

Primary

Change in Balance Outcome With Feedback

The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate balance measures (jerk). Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given.

Time frame: During the intervention with the app (up to 45 minutes)

Population: No data were collected on this. The feedback was mostly provided at the start of the trial and because of this there was no time window before the feedback, which would be required to calculate the change.

Primary

Change in Balance Outcome With the App - Single Leg Balance

The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate balance measure fluency (a non-dimensional derivative of jerk). This was analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App

Time frame: During the testing with the app and during the testing without the app (up to 90 minutes)

ArmMeasureValue (MEAN)Dispersion
Older Adults With DizzinessChange in Balance Outcome With the App - Single Leg Balance0.28 degreesStandard Deviation 0.07
Trials Without the Vestibular Rehabilitation AppChange in Balance Outcome With the App - Single Leg Balance0.30 degreesStandard Deviation 0.07
Primary

Change in Balance Outcome With the App - Weight Shift Exercise

The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate range of motion in different directions during the weight shift balance exercise (in degrees). These were analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App

Time frame: During the testing with the app and during the testing without the app (up to 90 minutes)

ArmMeasureGroupValue (MEAN)Dispersion
Older Adults With DizzinessChange in Balance Outcome With the App - Weight Shift ExerciseWeight shift exercise - mediolateral range of motion8.7 degreesStandard Deviation 3.5
Older Adults With DizzinessChange in Balance Outcome With the App - Weight Shift ExerciseWeight shift exercise - anterioposterior range of motion4.5 degreesStandard Deviation 1.6
Older Adults With DizzinessChange in Balance Outcome With the App - Weight Shift ExerciseSingle leg balance - range of motion8.8 degreesStandard Deviation 4.8
Trials Without the Vestibular Rehabilitation AppChange in Balance Outcome With the App - Weight Shift ExerciseWeight shift exercise - mediolateral range of motion7.2 degreesStandard Deviation 3.5
Trials Without the Vestibular Rehabilitation AppChange in Balance Outcome With the App - Weight Shift ExerciseWeight shift exercise - anterioposterior range of motion3.7 degreesStandard Deviation 1.7
Trials Without the Vestibular Rehabilitation AppChange in Balance Outcome With the App - Weight Shift ExerciseSingle leg balance - range of motion11.0 degreesStandard Deviation 6.8
p-value: 0.035paired t-test
p-value: 0.006paired t-test
p-value: 0.024paired t-test
p-value: 0.257Shapiro Wilcoxon test
Primary

Change in Head Angle With Feedback

The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate peak head angles. Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given.

Time frame: During the testing with the app (up to 45 minutes)

Population: No participants were analyzed because too few participants received feedback during the trials. For participants that did receive feedback the time window before and after the feedback varied widely, since feedback could be provided at any point in time during the trial. Due to these inconsistencies it was decided not to perform any statistically analyses on these data or to extract and analyze these data.

Primary

Change in Head Angle With the App

The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate peak head angles. These were analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App.

Time frame: During the testing with the app and during the testing without the app (up to 90 minutes)

ArmMeasureGroupValue (MEAN)Dispersion
Older Adults With DizzinessChange in Head Angle With the AppPeak yaw angle - flexion13.6 degreesStandard Deviation 6
Older Adults With DizzinessChange in Head Angle With the AppPeak pitch angle - left13.2 degreesStandard Deviation 6.9
Older Adults With DizzinessChange in Head Angle With the AppPeak yaw angle - extension14.7 degreesStandard Deviation 5.7
Older Adults With DizzinessChange in Head Angle With the AppPeak pitch angle - right13.8 degreesStandard Deviation 7.8
Trials Without the Vestibular Rehabilitation AppChange in Head Angle With the AppPeak yaw angle - extension16.5 degreesStandard Deviation 10.8
Trials Without the Vestibular Rehabilitation AppChange in Head Angle With the AppPeak pitch angle - left22.0 degreesStandard Deviation 8.3
Trials Without the Vestibular Rehabilitation AppChange in Head Angle With the AppPeak yaw angle - flexion16.0 degreesStandard Deviation 13.2
Trials Without the Vestibular Rehabilitation AppChange in Head Angle With the AppPeak pitch angle - right21.4 degreesStandard Deviation 8.2
Comparison: This statistical analysis tests the difference between the different arms (with and without app) using a paired t-testp-value: <0.001paired t-test
Comparison: This statistical analysis tests the difference between the different arms (with and without app) using a paired t-testp-value: <0.001paired t-test
Comparison: This statistical analysis tests the difference between the different arms (with and without app) using a paired t-testp-value: 0.042paired t-test
Comparison: This statistical analysis tests the difference between the different arms (with and without app) using a paired t-testp-value: 0.111paired t-test
Primary

Change in Head Motion Frequency With the App

The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate frequency of head motion. These were analyzed to identify differences for the conditions (arms) with and without the Vestibular Rehabilitation App

Time frame: During the testing with the app and during the testing without the app (up to 90 minutes)

ArmMeasureGroupValue (MEAN)Dispersion
Older Adults With DizzinessChange in Head Motion Frequency With the AppPitch frequency0.93 HzStandard Deviation 0.1
Older Adults With DizzinessChange in Head Motion Frequency With the AppYaw frequency0.93 HzStandard Deviation 0.13
Trials Without the Vestibular Rehabilitation AppChange in Head Motion Frequency With the AppPitch frequency0.93 HzStandard Deviation 0.27
Trials Without the Vestibular Rehabilitation AppChange in Head Motion Frequency With the AppYaw frequency0.85 HzStandard Deviation 0.27
Comparison: This statistical analysis tests the difference between the different arms (with and without app) using a paired t-testp-value: 0.057paired t-test
Comparison: This statistical analysis tests the difference between the different arms (with and without app) using a paired t-testp-value: 0.003paired t-test
Primary

Change in Range of Motion With Feedback

The IMU sensor data collected during the exercise performance with the Vestibular Rehabilitation App will be analyzed to calculate range of motion values. Averages will be calculated for time windows before and after feedback on exercise performance is given. This will be analyzed to identify differences before and after feedback has been given.

Time frame: During the intervention with the app (up to 45 minutes)

Population: No data were collected on this. The feedback was mostly provided at the start of the trial and because of this there was no time window before the feedback, which would be required to calculate the change.

Primary

Change in Range of Motion With the App

The IMU sensor data collected during the exercise performance with and without the Vestibular Rehabilitation App (collected in the same lab visit on the same group of participants) were analyzed to calculate head range of motion values. These were analyzed to identify differences for the conditions with and without the Vestibular Rehabilitation App

Time frame: During the testing with the app and during the testing without the app (up to 90 minutes)

ArmMeasureGroupValue (MEAN)Dispersion
Older Adults With DizzinessChange in Range of Motion With the AppRange of motion - yaw14.1 degreesStandard Deviation 5.3
Older Adults With DizzinessChange in Range of Motion With the AppRange of motion - pitch13.6 degreesStandard Deviation 7
Trials Without the Vestibular Rehabilitation AppChange in Range of Motion With the AppRange of motion - yaw16.6 degreesStandard Deviation 7
Trials Without the Vestibular Rehabilitation AppChange in Range of Motion With the AppRange of motion - pitch22.9 degreesStandard Deviation 9.7
Comparison: This statistical analysis tests the difference between the different arms (with and without app) using a paired t-testp-value: 0.023paired t-test
Comparison: This statistical analysis tests the difference between the different arms (with and without app) using a paired t-testp-value: <0.001paired t-test
Primary

Error Identification Differences

The exercise errors that are identified by the Vestibular Rehabilitation App and those identified by the physical therapist will be compared.

Time frame: During the intervention with the app (up to 45 minutes)

Population: No data were collected on this. The feedback was mostly provided at the start of the trial and because of this there was no time window before the feedback, which would be required to calculate the change.

Primary

Perceived Usefulness

The ease of use of information technology questionnaire is used to rate usefulness and perceived ease of use of the Vestibular Rehabilitation app. These are rated on a scale of 1-7, with 1 being the most positive response, 4 being a neutral response and 7 being the most negative response.

Time frame: Immediately after the testing

ArmMeasureValue (MEAN)Dispersion
Older Adults With DizzinessPerceived Usefulness1.99 units on a scaleStandard Deviation 1
Primary

Use Intention, Motivation and Enjoyment

A questionnaire on use intention, motivation, and enjoyment is used to rate the Vestibular Rehabilitation app on the use intention, motivation and enjoyment of the app. These are rated on a scale of 1-7, with 1 being the most positive response, 4 being a neutral response and 7 being the most negative response.

Time frame: Immediately after the testing

ArmMeasureValue (MEAN)Dispersion
Older Adults With DizzinessUse Intention, Motivation and Enjoyment1.90 units on a scaleStandard Deviation 1.13
Primary

User Interface Satisfaction Questionnaire Outcomes

The questionnaire for user interface satisfaction (QUIS) is used to rate the Vestibular Rehabilitation app on use of its software and screen. These are rated on a scale of 0-9, with 9 being the most positive response and 0 being the most negative response.

Time frame: Immediately after the testing

ArmMeasureValue (MEAN)Dispersion
Older Adults With DizzinessUser Interface Satisfaction Questionnaire Outcomes7.59 units on a scaleStandard Deviation 1.7
Secondary

Open Ended Feedback

Participants will be asked for open ended feedback after the testing with and without the Vestibular Rehabilitation App. Discussions will be guided with questions. The questions were as follows: 1) Describe your overall experience as you used the app today?; 2) Explain the positive features of the app as you did your exercises?; 3) Describe the negative features of the app as you did your exercises today?; 4) What changes would you like to see in the app to support you as you do your exercises?; 5) Do you see any barriers to using the app while doing your exercises at home?

Time frame: Immediately after the intervention

Population: The open ended questions referred to the use of the Vestibular Rehabilitation App and were therefore only filled out with regards to the arm Trials with the Vestibular Rehabilitation App

ArmMeasureGroupValue (COUNT_OF_PARTICIPANTS)
Older Adults With DizzinessOpen Ended FeedbackOverall experience - difficult1 Participants
Older Adults With DizzinessOpen Ended FeedbackNegative feedback - juvenile theme5 Participants
Older Adults With DizzinessOpen Ended FeedbackPositive features - provides feedback3 Participants
Older Adults With DizzinessOpen Ended FeedbackNegative feedback - longer setup than traditional therapy1 Participants
Older Adults With DizzinessOpen Ended FeedbackOverall experience - easy or easy to understand11 Participants
Older Adults With DizzinessOpen Ended FeedbackNegative feedback - may get boring after a while1 Participants
Older Adults With DizzinessOpen Ended FeedbackPositive features - challenging1 Participants
Older Adults With DizzinessOpen Ended FeedbackNegative feedback - colors may be hard with color blindness in some games1 Participants
Older Adults With DizzinessOpen Ended FeedbackOverall experience - seems geared toward more younger adults5 Participants
Older Adults With DizzinessOpen Ended FeedbackWould like - motion sensing improvement2 Participants
Older Adults With DizzinessOpen Ended FeedbackPositive features - colorful2 Participants
Older Adults With DizzinessOpen Ended FeedbackWould like - larger screen or font4 Participants
Older Adults With DizzinessOpen Ended FeedbackPositive features - helpful2 Participants
Older Adults With DizzinessOpen Ended FeedbackWould like - more rewards1 Participants
Older Adults With DizzinessOpen Ended FeedbackPositive features - easy to use4 Participants
Older Adults With DizzinessOpen Ended FeedbackWould like - phone version1 Participants
Older Adults With DizzinessOpen Ended FeedbackOverall experience - not motivating2 Participants
Older Adults With DizzinessOpen Ended FeedbackWould like - wider variety of games3 Participants
Older Adults With DizzinessOpen Ended FeedbackPositive feedback - seeing progress or accomplishments2 Participants
Older Adults With DizzinessOpen Ended FeedbackWould like - nothing, good as is14 Participants
Older Adults With DizzinessOpen Ended FeedbackOverall experience - engaging or interesting6 Participants
Older Adults With DizzinessOpen Ended FeedbackWould like - sound effects4 Participants
Older Adults With DizzinessOpen Ended FeedbackPositive feedback - liked scoring or rewards2 Participants
Older Adults With DizzinessOpen Ended FeedbackWould like - different theme4 Participants
Older Adults With DizzinessOpen Ended FeedbackOverall experience - challenging (in a positive way)2 Participants
Older Adults With DizzinessOpen Ended FeedbackWould like - color blind accessibility1 Participants
Older Adults With DizzinessOpen Ended FeedbackPositive feedback - liked the gaming element2 Participants
Older Adults With DizzinessOpen Ended FeedbackWould like - demo video / real human demonstration2 Participants
Older Adults With DizzinessOpen Ended FeedbackOverall experience - positive or fun30 Participants
Older Adults With DizzinessOpen Ended FeedbackWould like - personalization3 Participants
Older Adults With DizzinessOpen Ended FeedbackNegative features - none noted19 Participants
Older Adults With DizzinessOpen Ended FeedbackWould like - multi-player version1 Participants
Older Adults With DizzinessOpen Ended FeedbackOverall experience - reduced anxiety1 Participants
Older Adults With DizzinessOpen Ended FeedbackBarriers - none16 Participants
Older Adults With DizzinessOpen Ended FeedbackNegative features - feedback interrupted flow2 Participants
Older Adults With DizzinessOpen Ended FeedbackBarriers - may be hard for older population to get used to technology1 Participants
Older Adults With DizzinessOpen Ended FeedbackOverall experience - motivating9 Participants
Older Adults With DizzinessOpen Ended FeedbackBarriers - Setup at home and safety3 Participants
Older Adults With DizzinessOpen Ended FeedbackNegative feedback - redundant instructions2 Participants
Older Adults With DizzinessOpen Ended FeedbackBarriers - learning how to use the app1 Participants
Older Adults With DizzinessOpen Ended FeedbackPositive features - fun5 Participants
Older Adults With DizzinessOpen Ended FeedbackBarriers - equipment (tablet and stand) and equipment setup14 Participants
Older Adults With DizzinessOpen Ended FeedbackNegative feedback - frustration with motion control6 Participants
Older Adults With DizzinessOpen Ended FeedbackBarriers - cell phone version would be needed1 Participants
Older Adults With DizzinessOpen Ended FeedbackOverall experience - not challenging1 Participants
Older Adults With DizzinessOpen Ended FeedbackBarriers - cost1 Participants
Older Adults With DizzinessOpen Ended FeedbackNegative feedback - learning curve1 Participants
Older Adults With DizzinessOpen Ended FeedbackBarriers - needing family members to help with setup1 Participants
Older Adults With DizzinessOpen Ended FeedbackPositive features - motivating5 Participants
Older Adults With DizzinessOpen Ended FeedbackBarriers - adherence to exercises1 Participants
Older Adults With DizzinessOpen Ended FeedbackNegative feedback - transition from weight shifting to balance games was challenging1 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackBarriers - adherence to exercises0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackOverall experience - not challenging0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackOverall experience - positive or fun0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackOverall experience - easy or easy to understand0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackOverall experience - engaging or interesting0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackOverall experience - motivating0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackOverall experience - difficult0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackOverall experience - seems geared toward more younger adults0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackOverall experience - not motivating0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackOverall experience - challenging (in a positive way)0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackOverall experience - reduced anxiety0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackPositive features - fun0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackPositive features - motivating0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackPositive features - provides feedback0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackPositive features - challenging0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackPositive features - colorful0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackPositive features - easy to use0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackPositive feedback - seeing progress or accomplishments0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackPositive feedback - liked scoring or rewards0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackPositive feedback - liked the gaming element0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackNegative features - none noted0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackNegative features - feedback interrupted flow0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackNegative feedback - redundant instructions0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackNegative feedback - frustration with motion control0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackNegative feedback - learning curve0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackNegative feedback - transition from weight shifting to balance games was challenging0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackNegative feedback - juvenile theme0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackNegative feedback - longer setup than traditional therapy0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackNegative feedback - may get boring after a while0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackNegative feedback - colors may be hard with color blindness in some games0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackWould like - motion sensing improvement0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackWould like - larger screen or font0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackWould like - more rewards0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackWould like - phone version0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackWould like - wider variety of games0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackWould like - nothing, good as is0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackWould like - sound effects0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackWould like - different theme0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackWould like - color blind accessibility0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackWould like - demo video / real human demonstration0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackWould like - personalization0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackWould like - multi-player version0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackBarriers - none0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackBarriers - may be hard for older population to get used to technology0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackBarriers - Setup at home and safety0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackBarriers - learning how to use the app0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackBarriers - equipment (tablet and stand) and equipment setup0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackBarriers - cell phone version would be needed0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackBarriers - cost0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackBarriers - needing family members to help with setup0 Participants
Trials Without the Vestibular Rehabilitation AppOpen Ended FeedbackPositive features - helpful0 Participants

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