Cerebral Palsy
Conditions
Keywords
Home-based rehabilitation, Virtual Reality, Upper limb
Brief summary
Rationale: In a way, VR-based gaming shows some similarities to Constraint-induced movement therapy. VR games are controlled unimanually or bimanually. When unimanually-controlled games are performed with the affected upper limb, movements of the unaffected hand are completely ineffective. This mimics the principle of forced use. To some degree, also bimanually-controlled games result in a forced use of the affected upper limb. Additionally, VR could help in the engagement in rehabilitation programs, as virtual environments and gaming increases enjoyment and motivation, and therefore therapy adherence. Accordingly, VR-based gaming may have the potential to improve upper limb functionality in children with CP. Objective: This study aims to investigate the feasibility of a home-based VR intervention to improve upper limb functionality in children with CP. Sub-objective: The validation of a self-developed upper limb assessment (Upper Limb Reaching Test). Study population: Children and adolescents with unilateral CP (age 10-18 years old). Intervention: The intervention consists of VR-based rehabilitation with the Oculus Quest device. The training frequency and duration represents 2x15 minutes a day, five days a week, for a total of eight weeks. Therefore, this rehabilitation intervention should represent a total amount of 20 hours of rehabilitation. However, the total dosage is variable as the intervention is self-managed. Main study parameters/endpoints: Logbook, System Usability Scale, Melbourne Assessment 2, Wall Arm Reaching Test, Elbow and shoulder range of motion.
Interventions
8-week training with an advised frequency of 30 minutes per day, for 5 days per week.
Sponsors
Study design
Eligibility
Inclusion criteria
* CP children with a unilateral or severely asymmetric, bilateral spastic movement impairment. * Age 10-18 years old. * Manual Ability Classification System (MACS) scores I, II or III. * House classification of 1, 2 or 3.
Exclusion criteria
* Significant (persisting) motion sickness, or any other related adverse event in VR.
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Logbook | During the 8-week intervention period | Participants keep a logbook in which they log the date of training, games played, duration of activity and enjoyment of game |
| System Usability Scale | After the 8-week intervention | This questionnaire consists of 10 items regarding the usability of the virtual reality training. Scores ranging between 0-100, with a higher score indicating better usability |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Rang om motion Shoulder | Before and after 8-week intervention | Passive and active range of motion of the anteflexion of the shoulder. Ranging between 0-180 degrees. Closer to 180 indicating better anteflexion. |
| Melbourne Assessment 2 | Before and after 8-week intervention | Item 1,2,10 and 13 were measured to evaluate quality of upper limb movements, specifically reaching movements. Scores ranging between 0-33, with a higher score indicating better arm function. |
| Wall Arm Reaching Test | Before and after 8-week intervention | A test to evaluate the reaching ability in children with cerebral palsy. Children have to alternate with their arm between the hip and a target on the wall as fast a possible in 30 seconds. Scoring starts at 0 and has no maximum. A higher score, indicates a better arm functioning. |
| Range of motion Elbow | Before and after 8-week intervention | Passive and active range of motion of the extension of the elbow. Ranging between 0-180 degrees. Closer to 0 indicating better extension. |
Countries
Netherlands