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ImGTS for Patients With Cerebral Palsy and With Mobility Limitations (Phase 2)

Developing Immersive Gamification Technology System for Rehabilitation Management of Pediatric Patients With Cerebral Palsy and Mobility Limitations (Phase 2 Trial)

Status
UNKNOWN
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06100341
Enrollment
30
Registered
2023-10-25
Start date
2023-08-02
Completion date
2023-12-31
Last updated
2023-10-26

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

Conditions

Cerebral Palsy

Brief summary

The proposed research project aims to answer the question Are immersive technology systems effective in the rehabilitation management of pediatric patients with cerebral palsy and with mobility limitations?. The current study is the second of three phases, and it aims to create an immersive gamification technology system for the management of patients with cerebral palsy and with mobility disorders and to determine its clinical effectiveness, safety, and usability among children with mild to moderate cerebral palsy.

Interventions

OTHERVirtual reality

A role-playing game set in a spaceship in outer space where a user will need to accomplish three activities to complete the game. These activities were designed based on typical therapy goals for children with cerebral palsy of improving balance, gross motor performance, walking speed, and functional mobility.

Sponsors

Augmented eXperience E-health Laboratory
Lead SponsorOTHER

Study design

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

Eligibility

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

Inclusion criteria

* Aged 6-12 years old * Able to walk without a mobility device with limited speed, balance, and/or coordination (equivalent to Gross Motor Function Classification System - Expanded and Revised (GMFCS) Level I or II) * Can handle objects easily and successfully (equivalent to Manual Ability Classification System, MACS, Level I) * Able to follow one-step instructions during BOTMP

Exclusion criteria

* Children with CP functioning at GMFCS Level III or higher * Children who are totally dependent (i.e., those who require 100% assistance or support from another adult to complete tasks or for transfers or ambulation) * Have had episodes of seizures or previously diagnosed as having epilepsy or are taking antiepileptic or seizure medications * Have significant visual impairment * Have hearing impairment requiring hearing aid * Have a history of motion sickness * Experience claustrophobia

Design outcomes

Primary

MeasureTime frameDescription
Usability of the virtual reality intervention will be assessed using a researcher usability checklistImmediately after each intervention, within an hour of completion of the virtual reality gameUsability will also be measured by the application's performance. Effectiveness will be measured in terms of task completion within a given time period, while efficiency will be measured in terms of ease of use of the controllers and the interface. Satisfaction will be determined through observation of participant reactions.
Balance will be assessed using Pediatric Balance ScaleWithin one hour after completion of the sixth sessionThe Pediatric Balance Scale is used to assess skills in functional balance among school-aged children. It rates a child's ability and records the time it takes for a child to maintain balance in different scenarios. Items are rated from 0 to 4, with a minimum score of 0 and a maximum score of 56. Changes are noted to be significant if the Pediatric Balance Scale score improvements are at least 0.79 points for the Pediatric Balance Scale-static scale, 0.96 points for the Pediatric Balance Scale-dynamic scale, and 1.59 points on the Pediatric Balance Scale-total scale.
Balance will be assessed using the Timed Up and Go in ChildrenWithin one hour after completion of the sixth sessionTimed-Up and Go in Children is a timed test of functional dynamic balance where a child is tasked to stand up from a sitting position, walk 3 meters, turn and walk back, and sit down.
Gross motor performance will be assessed using the Bruininks-Oseretsky Test of Motor Proficiency (Second Edition; Short Form)Within one hour after completion of the sixth sessionThe Bruininks-Oseretsky Test of Motor Proficiency (Second Edition) is a comprehensive test of a child's fine and gross motor skills
Walking speed will be assessed using 10MWTWithin one hour after completion of the sixth sessionThe 10-meter walk test (10MWT) assesses the walking speed of a child over a short distance
Functional ability will be assessed using Bruininks-Oseretsky Test of Motor Proficiency (Second Edition, Short Form)Within one hour after completion of the sixth sessionThe Bruininks-Oseretsky Test of Motor Proficiency (Second Edition, Short Form) is a comprehensive test of a child's fine and gross motor skills
Functional ability will be assessed using Timed-Up and Go in ChildrenWithin one hour after completion of the sixth sessionTimed-Up and Go in Children is a timed test of functional dynamic balance where a child is tasked to stand up from a sitting position, walk 3 meters, turn and walk back, and sit down.
Incidence of virtual reality sickness symptoms will be assessed using the Virtual Reality Sickness QuestionnaireImmediately after each intervention, within an hour of completion of the virtual reality gameThe VRSQ will measure a participant's experience with the following symptoms: general discomfort, fatigue, eye strain, difficulty focusing, headache, fullness of head, blurring of vision, dizziness (when eyes are closed), and vertigo. Symptoms will be rated on a 4-point scale: 0 or None, 1 or Slight, 2 or Moderate, and 3 or Severe.
Usability of the virtual reality intervention will be assessed using the System Usability ScaleImmediately after each intervention, within an hour of completion of the virtual reality gameThe SUS is a 10-item questionnaire that is widely used in the evaluation of various kinds and aspects of technology. Each question has five response options ranging from 'Strongly agree' to 'Strongly disagree', which has a corresponding number value. Each response is added and multiplied by 2.5 to obtain the final score that ranges from 0 to 100. A SUS score above 68 is considered above average.

Other

MeasureTime frameDescription
Acceptability of the intervention will be qualitatively assessed based on the perceptions of patients, caregivers, and patient advocatesWithin one week after completing virtual reality experienceAcceptability will be measured among a small group of patients, caregivers, and patient advocates through an interview and a focus group discussion. More positive perceptions indicate a higher level of acceptability.

Countries

Philippines

Contacts

Primary ContactMaria Eliza R. Aguila, PhD
mraguila1@up.edu.ph+639178212563

Outcome results

None listed

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