Skip to content

Effect of Virtual Reality training on reach after stroke

Effect of Virtual Reality training on reach after stroke - VR arm training after stroke

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
NL-OMON
Registry ID
NL-OMON34652
Enrollment
20
Registered
2010-04-06
Start date
2010-06-14
Completion date
Unknown
Last updated
2024-05-06

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

Conditions

Cerebrovascular accident Stroke

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

Sponsors

Revalidatiecentrum Het Roessingh
Lead Sponsor

Eligibility

Age
18 Years to 99 Years

Inclusion criteria

Inclusion criteria: - Chronic phase (> 6 months post-stroke) - Motor impairment of upper (proximal) extremity (Fugl-Meyer=22) - Sufficient communicative skills (UCO>=3)

Exclusion criteria

Exclusion criteria: - Patients with more than one stroke - Presence of other medical disorders which influence recovery of upper extremity - Limited physical capacity (not able to follow training of 30 minutes)

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).

Countries

Netherlands

Outcome results

None listed

Source: NL-OMON (via WHO ICTRP)