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VIrtual Reality in Cognitive Rehabilitation of Processing Speed for Persons With ABI

Virtual Reality in Cognitive Rehabilitation of Processing Speed for Persons With Acquired Brain Injury

Status
UNKNOWN
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05443542
Enrollment
100
Registered
2022-07-05
Start date
2022-09-15
Completion date
2024-12-31
Last updated
2022-11-08

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

Conditions

Acquired Brain Injury, Brain Diseases, Brain Injuries, Stroke, Traumatic Brain Injury

Keywords

TBI, Traumatic brain injury, Stroke, Acquired brain injury, Virtual Reality, VR, Cognitive rehabilitation

Brief summary

One hundred participants with acquired brain injury (ABI) will be included in a randomized controlled trial, with one group playing a commercially available VR game and the control group doing activities in their everyday as cognitive training. The trial aims to investigate how VR can affect processing speed in the ABI population, and if these effects can transfer into everyday activities. The training will be performed in the participants homes, with assistance provided by the project group via phone or video conference. The training period will last five weeks. Participant's cognitive functions will be measured with questionnaires and neuropsychological tests at the start of the training period, at the end of training and sixteen weeks after the start of the intervention. In depth experiences with VR as a training method will be gathered through performing focus group interviews with some of the participants from the VR group, in addition to self-reported questionnaires from all the participants.

Detailed description

A randomized controlled trial (RCT) will be conducted where the experimental intervention is playing a commercial VR game. The VR group will follow a training regime of a 30 min VR session five times per week for 5 weeks. The control group will carry on with treatment as usual, in addition, participants will receive an information booklet covering cognitive training in everyday life. Baseline and outcome measures in terms of neuropsychological assessment and questionnaires will be performed at baseline (T1), at the end of the intervention period (T2) and at the 16-week follow-up (T3). The VR group will train with a rhythm VR game that is considered as a good candidate for basic training of the multifaceted aspects of attention including speed of information processing, selection, sustained attention, shifting/dividing of attention, and working memory. The VR game is selected on the grounds of clinical experience with VR training of processing speed, attention and working memory, and is also suggested in research as suitable games for cognitive rehabilitation.

Interventions

DEVICEVirtual Reality

Game to be played is a commercially available VR game

OTHERControl intervention

Sodoku, crossword puzzles

Sponsors

Oslo Metropolitan University
CollaboratorOTHER
Norwegian University of Science and Technology
CollaboratorOTHER
Sunnaas Rehabilitation Hospital
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
DOUBLE (Subject, Outcomes Assessor)

Eligibility

Sex/Gender
ALL
Age
18 Years to 65 Years
Healthy volunteers
No

Inclusion criteria

* Patients in stable phase after Acquired brain injury, minimum one year after injury * Physically able to operate VR-technology * Norwegian or English skills adequate to understand instructions, play the VR-games and to provide valid responses to assessment methods

Exclusion criteria

* Severe aphasia affecting their understanding of instructions * Apraxia affecting their ability to use VR-equipment * Visual neglect * Severe mental illness, substance abuse or co-existing neurological disorders

Design outcomes

Primary

MeasureTime frameDescription
Change in processing speedMeasured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)Connors Continous Performance test 3rd edition, Coefficient of Variation

Secondary

MeasureTime frameDescription
Change in patient reported executive functioningMeasured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)Behavior Rating Inventory of Executive function (BRIEF-A)
Transfer effect to everyday activitiesMeasured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)Patient Competency Rating Scale
Change in informant reported executive functioningMeasured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)Behavior Rating Inventory of Executive function (BRIEF-A)
Change in working memoryMeasured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)Wechslers Adult Intelligence Scale IV, Backwards Digit Span
Change in sustained attentionMeasured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)Connors Continous Performance test 3rd edition, Performance variability over time

Countries

Norway

Contacts

Primary ContactMarianne Løvstad, PhD
marianne.lovstad@sunnaas.no+4793452003
Backup ContactSveinung Tornås, PhD
sveinung.tornas@sunnaas.no+4799159137

Outcome results

None listed

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