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Effect of Virtual Reality training on reach after stroke.

VR arm training after stroke.

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
NL-OMON
Registry ID
NL-OMON24251
Enrollment
20
Registered
2010-03-18
Start date
2010-04-01
Completion date
Unknown
Last updated
2024-02-28

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

Conditions

Stroke CVA chronic beroerte chronische fase

Interventions

Twenty stroke patients receive reach training for the affected arm during 6 weeks, 3 times 30 minutes per week. The intervention group (10 persons, randomized) will train using the FurballHunt game an

Sponsors

Roessingh Research and Development, Enschede
Lead Sponsor

Eligibility

Inclusion criteria

Inclusion criteria: 1. At least 6 months post-stroke; 2. First ever stroke; 3. Stroke affecting the medial cerebral artery region (MCA); 4. Demonstrable motor limitations in upper proximal extremity (Fugl-Meyer< 45), with reach(-like) movement ability; 5. Ability to understand and follow instructions; 6. Ability to complete measurement and training sessions.

Exclusion criteria

Exclusion criteria: 1. Co-morbidity of disorders affecting use of the upper extremity; 2. Additional training/therapy of the affected arm during participation to the study.

Design outcomes

Primary

MeasureTime frame
Before and after the training (including follow-up after 1 month) changes in general arm function (Action Research Arm test and Fugl-Meyer assessment) and in motivation (Intrinsic Motivation Inventory) are quantified.

Secondary

MeasureTime frame
Besides clinical measures of arm function, additionally changes in reach performance are determined (during a maximal reach test).

Contacts

Public ContactA.I.R. Kottink-Hutten

Roessingh Research and Development, Roessinghsbleekweg 33b

a.kottink@rrd.nl+31 (0)53 4875733

Outcome results

None listed

Source: NL-OMON (via WHO ICTRP)