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StrokeNCT02735265

Rehabilitation Effects on Balance With Kinect for Xbox Virtual Reality Games

A study testing Virtual reality and Standard treatment in people with Stroke, run by Taipei Medical University Shuang Ho Hospital.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

Virtual reality balance training has already been used in stroke rehabilitation, and previous studies supported that could improve balance ability. Although the treatment effects were supported in studies, there are still limitations in clinical intervention and the study power is not enough. Read more about this study

Who is it for?
Ages 20 to 75 years
Conditions the study is for
Stroke
What is being tested?
Virtual reality and Standard treatment
Could I receive a placebo?
No, everyone receives an active treatment
How many people
60 participants
Where
No sites listed yet
Study dates
Feb 2015to Feb 2016
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 20 to 75 years
  • All sexes
  • No healthy volunteers
  • Adult, Older adult

Who may be able to join

  • Chronic stroke person (onset>6m)
  • Could understand game command
  • Could stand unsupported or stand with advice at least 15 minute
  • Brunnstrom stage of LE ≥Ⅲ

Who cannot join

  • Age >75 years old or <20 years old
  • Severe visual or auditory impairment
  • Modified Ashworth Scale of LE ≥ 3
  • The Montreal Cognitive Assessment<16
  • Other medication(neural, cardio-pulmonary, musculoskeletal) that influence motor command during the game

About this study

Official title: Evaluation of the Rehabilitation Effects on Balance With Kinect for Xbox Virtual Reality Games for Patients With Stroke

Virtual reality balance training has already been used in stroke rehabilitation, and previous studies supported that could improve balance ability. Although the treatment effects were supported in studies, there are still limitations in clinical intervention and the study power is not enough.

Study will use Kinect for Xbox games for balance intervention. Investigators will recruit 60 patients with chronic stroke from Shung-ho hospital clinical rehabilitation and randomly assign participants to "standard treatment plus virtual reality group" (N=30) and "standard treatment only group" (N=30). There are total 12 sessions (2 times weekly) for both groups. Investigators will assess subjects' ability for 3 times (pre- and post-intervention, follow up in post 3 month).Investigators will also record the pleasure scale and adverse event after every training session. Hypothesis is that Kinect for Xbox intervention can significantly improve subjects' balance ability, confidence of balance, ADL, and QOL compared to the conventional rehabilitation. It may help to develop a new clinical model of virtual reality training for patients with chronic stroke.

Read the detailed description

Many stroke survivors suffered postural and balance problems. Decreased mobility limits their daily life activities. Virtual reality balance training has already been used in stroke rehabilitation, and previous studies supported that could improve balance ability. The mechanism is multi-sensory feedback and repeated practices that could facilitate motor learning and brain neuroplasticity. Compared to conventional rehabilitation, VR rehabilitation could increase subjects' motivation and pleasure. Although the treatment effects were supported in studies, there are still limitations in clinical intervention and the study power is not enough.

The study will use Kinect for Xbox games for balance intervention. Kinect for Xbox doesn't need additional controller held by subjects and can detect the movement in real time to give subjects visual and auditory feedback immediately. Investigators will recruit 60 patients with chronic stroke from Shung-ho hospital clinical rehabilitation and randomly assign them to "standard treatment plus virtual reality group" (N=30) and "standard treatment only group" (N=30). There are total 12 sessions (2 times weekly) for both groups. Investigators will assess subjects' ability for 3 times (pre- and post-intervention, follow up in post 3 month). The outcome measures include Force plate, Functional reach test, Berg Balance Scale, Time up and go for balance evaluations, Modified barthel index for ADL ability, Activities-specific Balance Confidence scale for balance confidence, and Stroke Impact Scale for quality of life. Investigators will also record the pleasure scale and adverse event after every training session. Collected data will be analyzed with repeated measures 2-way analysis of variance (ANOVA), Turkey test post hoc and independent T sample test. Hypothesis is that Kinect for Xbox intervention can significantly improve subjects' balance ability, confidence of balance, ADL, and QOL compared to the conventional rehabilitation. It may help to develop a new clinical model of virtual reality training for patients with chronic stroke.

Conditions
Stroke
Keywords
Rehabilitation, Virtual reality
Medical subject headings
Stroke

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Virtual realityBehavioural

    12 training sessions (90 minutes a time, 2 times a week) IG:45 minute of Kinect for Xbox games and 45 minute of standard treatment.

  • Standard treatmentBehavioural

    CG: 90 minute of standard treatment. 12 training sessions (90 minutes a time, 2 times a week)

Study groups in NCT02735265
Study groupRoleWhat they receive
Virtual reality groupExperimental45 min standard treatment plus 45 min virtual reality balance training used by Kinect for Xbox game. Game choosed based on motor learning principle. Training task such as reach or stepping in various direction, squat, stand up, upper trunk forward or lateral bench.
Receives: Behavioral: Virtual reality; Behavioral: Standard treatment
Standard treatment only groupActive comparator90 min standard treatment. Depended on patient's ability, principle used by motor learning, sensory process, motor control, task oriented training, symmetry w't bearing.
Receives: Behavioral: Standard treatment

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Berg Balance Scale

    balance function

    Measured: Change from Baseline at 6 weeks and 3 month follow up

Secondary outcomes (8)
  1. Modified barthel index

    Activity of daily live ability

    Measured: Change from Baseline at 6 weeks and 3 month follow up

  2. Activities-specific Balance Confidence scale

    balance confidence

    Measured: Change from Baseline at 6 weeks and 3 month follow up

  3. Stroke Impact Scale

    quality of life

    Measured: Change from Baseline at 6 weeks and 3 month follow up

  4. Modified Physical Activity Enjoyment Scale

    pleasure scale

    Measured: Every training session during 6 weeks (total 12 sessions (2 times weekly))

  5. Adverse event times

    Measured: Every training session during 6 weeks (total 12 sessions (2 times weekly))

  6. Force plate

    balance function for Weight bearing symmetry and dynamic standing balance

    Measured: Change from Baseline at 6 weeks and 3 month follow up

  7. Functional reach test

    balance function

    Measured: Change from Baseline at 6 weeks and 3 month follow up

  8. Timed up and go-cognition

    balance function

    Measured: Change from Baseline at 6 weeks and 3 month follow up

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted12 Apr 2016 (estimated)
  2. Study startFeb 2015
  3. Primary completionFeb 2016
  4. Study completionFeb 2016

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Treatment
Allocation
Randomised
Intervention model
Parallel groups
Masking
Single blind
Who is masked
Outcomes assessor
Enrolment
60 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT02735265
Sponsor's protocol ID
TMU-JIRB 201412023
Status last verified
Mar 2016
First submitted
21 Mar 2016
Last updated
12 Apr 2016
Results posted
No
Data monitoring committee
Yes
Individual data sharing
Yes

Publications

  • Celinder D, Peoples H. Stroke patients' experiences with Wii Sports(R) during inpatient rehabilitation. Scand J Occup Ther. 2012 Sep;19(5):457-63. doi: 10.3109/11038128.2012.655307. Epub 2012 Feb 20.

    PubMed 22339207
  • Cho K, Lee G. Impaired dynamic balance is associated with falling in post-stroke patients. Tohoku J Exp Med. 2013 Aug;230(4):233-9. doi: 10.1620/tjem.230.233.

    PubMed 23933665
  • Cho KH, Lee KJ, Song CH. Virtual-reality balance training with a video-game system improves dynamic balance in chronic stroke patients. Tohoku J Exp Med. 2012 Sep;228(1):69-74. doi: 10.1620/tjem.228.69.

    PubMed 22976384
  • Cuthbert JP, Staniszewski K, Hays K, Gerber D, Natale A, O'Dell D. Virtual reality-based therapy for the treatment of balance deficits in patients receiving inpatient rehabilitation for traumatic brain injury. Brain Inj. 2014;28(2):181-8. doi: 10.3109/02699052.2013.860475.

    PubMed 24456057
  • Deutsch J, R. D., Morrison J, Guarrera Bowlby P ( 2009). Wii-Based Compared to Standard of Care Balance and Mobility Rehabilitation for Two Individuals Post-Stroke. 117-120.

  • Deutsch JE. Using virtual reality to improve walking post-stroke: translation to individuals with diabetes. J Diabetes Sci Technol. 2011 Mar 1;5(2):309-14. doi: 10.1177/193229681100500216.

    PubMed 21527098
  • Deutsch JE, Borbely M, Filler J, Huhn K, Guarrera-Bowlby P. Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy. Phys Ther. 2008 Oct;88(10):1196-207. doi: 10.2522/ptj.20080062. Epub 2008 Aug 8.

    PubMed 18689607
  • Deutsch JE, Brettler A, Smith C, Welsh J, John R, Guarrera-Bowlby P, Kafri M. Nintendo wii sports and wii fit game analysis, validation, and application to stroke rehabilitation. Top Stroke Rehabil. 2011 Nov-Dec;18(6):701-19. doi: 10.1310/tsr1806-701.

    PubMed 22436308
  • Deutsch JE, R. D., Morrison J, Guarrera Bowlby P (2009). Wii-Based Compared to Standard of Care Balance and Mobility Rehabilitation for Two Individuals Post-Stroke. In Virtual Rehabilitation International Conference; Haifa., 117-120.

  • Gil-Gomez JA, Llorens R, Alcaniz M, Colomer C. Effectiveness of a Wii balance board-based system (eBaViR) for balance rehabilitation: a pilot randomized clinical trial in patients with acquired brain injury. J Neuroeng Rehabil. 2011 May 23;8:30. doi: 10.1186/1743-0003-8-30.

    PubMed 21600066
  • Kim JH, Jang SH, Kim CS, Jung JH, You JH. Use of virtual reality to enhance balance and ambulation in chronic stroke: a double-blind, randomized controlled study. Am J Phys Med Rehabil. 2009 Sep;88(9):693-701. doi: 10.1097/PHM.0b013e3181b33350.

    PubMed 19692788
  • Kizony R, Levin MF, Hughey L, Perez C, Fung J. Cognitive load and dual-task performance during locomotion poststroke: a feasibility study using a functional virtual environment. Phys Ther. 2010 Feb;90(2):252-60. doi: 10.2522/ptj.20090061. Epub 2009 Dec 18.

    PubMed 20023003
  • Kizony R, Raz L, Katz N, Weingarden H, Weiss PL. Video-capture virtual reality system for patients with paraplegic spinal cord injury. J Rehabil Res Dev. 2005 Sep-Oct;42(5):595-608. doi: 10.1682/jrrd.2005.01.0023.

    PubMed 16586185
  • Koepp MJ, Gunn RN, Lawrence AD, Cunningham VJ, Dagher A, Jones T, Brooks DJ, Bench CJ, Grasby PM. Evidence for striatal dopamine release during a video game. Nature. 1998 May 21;393(6682):266-8. doi: 10.1038/30498.

    PubMed 9607763
  • Lange B, Flynn S, Proffitt R, Chang CY, Rizzo AS. Development of an interactive game-based rehabilitation tool for dynamic balance training. Top Stroke Rehabil. 2010 Sep-Oct;17(5):345-52. doi: 10.1310/tsr1705-345.

    PubMed 21131259

Questions about this trial

What is this clinical trial studying?

A study testing Virtual reality and Standard treatment in people with Stroke, run by Taipei Medical University Shuang Ho Hospital.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 4 inclusion and 5 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 12 Apr 2016. Status can change between updates, so confirm with the study contact before making plans.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Berg Balance Scale (time frame: Change from Baseline at 6 weeks and 3 month follow up). It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT02735265, which also lists 36 linked publications.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 12 Apr 2016.

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