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Spinal Cord InjuriesNCT05318079

Telehealth Virtual Reality Exergaming for Spinal Cord Injury

A study testing Virtual Reality Gaming in people with Spinal Cord Injuries, run by University of Alabama at Birmingham.

Withdrawn

Withdrawn. The study stopped before anyone enrolled.

Official record
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Trial summary

This pilot feasibility study aims to test whether youth and adults with spinal cord injury can use a group virtual reality gaming intervention to exercise. A second purpose is to examine whether there are potential benefits to cardiometabolic health and psychosocial health. Read more about this study

Who is it for?
Ages 15 years and olderHealthy volunteers can take part
Conditions the study is for
Spinal Cord Injuries
What is being tested?
Virtual Reality Gaming
Could I receive a placebo?
No, everyone receives an active treatment
How many people
0 participants
Where
No sites listed yet
Study dates
1 Apr 2022to 13 Apr 2022
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 15 years and older
  • All sexes
  • Healthy volunteers accepted
  • Child, Adult, Older adult

Who may be able to join

  • medical diagnosis of traumatic spinal cord injury (determined by International Classification of Disease [ICD] codes)
  • a caregiver to support the participant if the participant is a child (<18 years of age)
  • access to a Wi-Fi Internet connection in the home

Who cannot join

  • physically active (defined as >150 minutes per week of moderate-to-vigorous intensity exercise in a typical week)
  • cannot use the arms for exercise or operate the controller buttons using their fingers
  • complete blindness or deafness
  • recent myocardial infarction or electrocardiography changes, complete heart block, acute congestive heart failure, unstable angina, and uncontrolled severe hypertension [BP >/= 180/110 mmHg]
  • prone to seizures

About this study

Official title: Telehealth Virtual Reality Exergaming and Peer Networking Among People With Spinal Cord Injury

This pilot feasibility study aims to test whether youth and adults with spinal cord injury can use a group virtual reality gaming intervention to exercise. A second purpose is to examine whether there are potential benefits to cardiometabolic health and psychosocial health.

Read the detailed description

There are three purposes to this study.

The first purpose is to quantify feasibility through telemonitored exercise data: total play time, moderate exercise time, playtime with others, and compliance to the data collections. These variables will be compared against a priori criteria for acceptability. These variables will help determine whether modifications to the intervention protocol are necessary.

The second purpose is to qualitatively interview participants to explain underlying behavioral mechanisms that affect their participation in the program. This information will be used to explain how to improve implementation issues identified in Aim 1.

The third aim is to explore the potential effects of the program on self-reported psychosocial health and quality of life, hand-grip strength, and cardiometabolic health (blood cholesterol, lipids, pressure, and insulin) measured via home dried blood spot test.

Being tested
Virtual Reality Gaming
Medical subject headings
Spinal Cord Injuries

What participants receive

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

  • Virtual Reality GamingBehavioural

    Peer-to-peer gaming.

Study groups in NCT05318079
Study groupRoleWhat they receive
Group virtual reality gamingExperimentalThe intervention will include home-based exercise using the Oculus Quest 2. Participants will be prescribed two gaming goals to achieve across the 8-week intervention. The first goal will be to play with the Quest for at least ≥60 minutes, 5 days per week (Monday - Friday) across the 8-week intervention: a total of 300 minutes. Participants can achieve these goals through either single- or multiplayer gaming but will be prescribed to engage in online multiplayer or peer-to-peer gaming at least 2 days per week.
Receives: Behavioral: Virtual Reality Gaming
Wait-list ControlNo interventionPeople who are randomized to the waitlist group will undergo 4-weeks of wait (habitual daily activities), followed by 8-weeks of VR intervention. People in the wait-group will be in the study for a total of 12 weeks.

What is being measured

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

  1. Total play time

    Percentage of the 300 minutes of prescribed play per week across the intervention.

    Measured: Intervention Week 1 - Week 8

  2. Total exercise time

    Moderate exercise minutes where prescription was met (percent of prescription achieved: weeks where the ≥90 minutes of moderate intensity exercise per week was achieved across the intervention, divided by total weeks).

    Measured: Intervention Week 1 - Week 8

  3. Playtime with others

    Measured by the number of play sessions with other players (online multiplayer and/or peer-gaming). This number will be totaled across the 8-week intervention and divided by 16 (the exercise prescription of 2 x per week of multiplayer gaming).

    Measured: Intervention Week 1 - Week 8

  4. Compliance to baseline data collection

    Number of pre data collections completed, converted into a percentage dividing by the total possible.

    Measured: Week 0

  5. Compliance to post data collections

    Number of pre data collections completed, converted into a percentage dividing by the total possible.

    Measured: Week 9

Secondary outcomes (12)
  1. Hospital Anxiety and Depression Scale

    The Hospital Anxiety and Depression Scale is a 14-item self-report measure that provides separate scores for anxiety and depression. Hospital Anxiety and Depression Scale is a common clinical measure that has strong psychometric properties. Scores range from 0 to 42, where a higher score represents a worse level of depression.

    Measured: Week 0, Week 5, Week 9

  2. World Health Organization Quality of Life

    The World Health Organization Quality of Life is a self-report questionnaire with 26 items that cover 5 dimensions: physical health (7 items); psychological health (6 items); social relationships (3 items); environment (8 items); and overall quality of life (2 items). Raw scores are calculated for each domain on a lilkert scale of 1-5 (low domain score of 3, max domain raw score of 40. Raw scores are then multiplied by 4 to transform the raw score into a scaled score. Higher scores represent higher perceived ratings of quality of life.

    Measured: Week 0, Week 5, Week 9

  3. Functional Grip Strength

    Grip strength will be measured as an indicator of global muscular strength, using a low-cost hand-held dynamometer.

    Measured: Week 0, Week 5, Week 9

  4. Critical factors that affected adherence

    Participants will undergo one-on-one, semi-structured interviews after the intervention to identify critical factors that affected their participation to the intervention.

    Measured: Intervention Week 9

  5. Changes in blood pressure

    Changes in resting home-blood pressure (systolic and diastolic ) measured via blood pressure cuff across the intervention.

    Measured: Week 0, Week 5, Week 9

  6. Changes in high sensitivity C-reactive protein (hsCRP)

    Changes in high sensitivity C-reactive protein measured via blood spot test across the intervention.

    Measured: Week 0, Week 5, Week 9

  7. Changes in hemoglobin A1c

    Changes in hemoglobin A1c measured via blood spot test across the intervention.

    Measured: Week 0, Week 5, Week 9

  8. Changes in fasting insulin

    Changes in fasting insulin levels measured via blood spot test across the intervention.

    Measured: Week 0, Week 5, Week 9

  9. Changes in fasting triglycerides

    Changes in fasting triglycerides levels measured via blood spot test across the intervention.

    Measured: Week 0, Week 5, Week 9

  10. Changes in total cholesterol

    Changes in total cholesterol measured via blood spot test across the intervention.

    Measured: Week 0, Week 5, Week 9

  11. Changes in low-density lipoprotein (LDL)

    Changes in low-density lipoprotein via blood spot test across the intervention.

    Measured: Week 0, Week 5, Week 9

  12. Changes in high-density lipoprotein (LDL)

    Changes in high-density lipoprotein via blood spot test across the intervention.

    Measured: Week 0, Week 5, Week 9

Timeline

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

  1. First posted8 Apr 2022
  2. Study start1 Apr 2022 (estimated)
  3. Primary completion12 Apr 2022
  4. Study completion13 Apr 2022

Why it stopped: The study was not selected for funding.

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
0 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT05318079
Sponsor's protocol ID
IRB-300008605
Status last verified
Apr 2022
First submitted
22 Mar 2022
Last updated
21 Apr 2022
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Questions about this trial

What is this clinical trial studying?

A study testing Virtual Reality Gaming in people with Spinal Cord Injuries, run by University of Alabama at Birmingham.

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 3 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: withdrawn, as of the sponsor's last update on 21 Apr 2022. 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 was withdrawn before enrolling participants, so there are no results.

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?

Total play time (time frame: Intervention Week 1 - Week 8). The study lists 5 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?
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 21 Apr 2022.

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