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Virtual Reality gaming to improve upper limb functionality in children with Cerebral Palsy

Virtual Reality gaming to improve upper limb functionality in children with Cerebral Palsy - Home-based VR Rehabilitation for Children with CP.

Status
Active, not recruiting
Phases
Unknown
Study type
Observational
Source
NL-OMON
Registry ID
NL-OMON51967
Enrollment
24
Registered
2021-03-18
Start date
2021-04-12
Completion date
Unknown
Last updated
2024-11-18

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

Conditions

Cerebral Palsy

Interventions

None listed

Sponsors

Sint Maartenskliniek
Lead Sponsor

Eligibility

Age
2 Years to 64 Years

Inclusion criteria

Inclusion criteria: Patient population: * Inclusion criteria: * CP children with a unilateral or severely asymmetric, bilateral spastic movement impairment. * Age 10-20 years old. * Manual Ability Classification System (MACS) scores I, II or III. * House classification of 1, 2 or 3. Healthy subjects: * Inclusion criteria: * Age 10-20 years old.

Exclusion criteria

Exclusion criteria: Patient population: Exclusion criteria: * Significant persisting motion sickness in VR. Healthy population * Exclusion criteria: * Any kind of condition, disease or disorder that affects upper limb functionality (i.e. muscular disorder, fracture, bruises, etcetera).

Design outcomes

Primary

MeasureTime frame
1. Logbook. 2. System usability scale.

Secondary

MeasureTime frame
1. Melbourne assessment 2 2. Upper limb reaching test. 3. Range of motion. Other: * Inter-rater reliability (ULRT). * Test-retest reliability (ULRT). * Construct validity (ULRT).

Countries

Netherlands

Outcome results

None listed

Source: NL-OMON (via WHO ICTRP)