Home-based Computer Gaming in Vestibular Rehabilitation

NCT ID: NCT01943955

Last Updated: 2013-09-17

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

10 participants

Study Classification

INTERVENTIONAL

Study Start Date

2011-05-31

Study Completion Date

2013-06-30

Brief Summary

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It is hypothesized that a home-based computer gaming rehabilitation program will improve gaze control and balance impairments in those with peripheral vestibular disorders (PVD). Ten people with peripheral vestibular disorders were started on a treatment program that consisted of playing computer games and while performing various balance exercises. On a weekly basis, each participant was contacted by email or telephone and asked to submit their computer gaming data to a trained vestibular physical therapist. Following review of this data, the physical therapist would contact the participant and progress their computer gaming program appropriately. At the completion of twelve weeks of home treatment, the participants returned for re-assessment and it was determined that the computer gaming program was an effective treatment for those with PVD. It was also determined that a monitored telerehabilitation program was an efficient and effective delivery method for this treatment.

Detailed Description

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A pre to post intervention case series study was carried out on ten participants diagnosed with peripheral vestibular disorders (PVD). Inclusion criteria consisted of: a) 20 to 70 year old, b) confirmed diagnosis of PVD on neuro-opthalmic, neuro-orthoptic, electronystagmography and caloric testing; and use of a home computer. Exclusion criteria consisted of those with migraine, central nervous system disorders (for example cerebral vascular accident or Multiple Sclerosis), recent fractures of the spine or lower extremities, inability to stand for 20 minutes continuously, or presence of dementia. It was hypothesized that a home-based computer gaming treatment delivered in a monitored telerehabilitation platform would be an effective treatment for those with PVD in that increased gaze stability and improved balance would be observed post-treatment. It was also hypothesized that decreased dizziness would be reported post-treatment. After initial assessment (pre-treatment), three in-clinic sessions were given to each participant to develop their specific home treatment computer program and ensure ability to use the program effectively. They were then started on their home program and monitored by a trained vestibular physical therapist for a 12-week telerehabilitation program. After the completion of the 12-weeks, the participants returned for a post-treatment assessment.

Conditions

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Peripheral Vestibular Disorders Vestibular Syndromes &/or Disorders (Labyrinthine) Vestibular Neuronitis

Keywords

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dizziness vertigo unsteadiness unbalance falls

Study Design

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Allocation Method

NA

Intervention Model

SINGLE_GROUP

Primary Study Purpose

TREATMENT

Blinding Strategy

NONE

Study Groups

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home-based computer gaming

computer gaming, balance exercises carried out at home for 20 minutes 5 days/week and monitored by a physical therapist.

Group Type EXPERIMENTAL

home-based computer gaming

Intervention Type BEHAVIORAL

A computer mouse mounted to a headband and placed on the participant's head is used to interact with the game cursor. In order to interact with/play the game the participant must visually focus on the moving target and perform unpredictable head movements. Balance exercises are incorporated progressively and simultaneously during computer gaming.

Interventions

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home-based computer gaming

A computer mouse mounted to a headband and placed on the participant's head is used to interact with the game cursor. In order to interact with/play the game the participant must visually focus on the moving target and perform unpredictable head movements. Balance exercises are incorporated progressively and simultaneously during computer gaming.

Intervention Type BEHAVIORAL

Other Intervention Names

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home-based computer gaming for people with PVD

Eligibility Criteria

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Inclusion Criteria

* Confirmed diagnosis of peripheral vestibular disorder (confirmed on electronystagmography, bithermal caloric testing, neuro-ophthalmic, neuro-orthoptic examination)
* Access to a home computer

Exclusion Criteria

* Central Nervous System disorders
* Vestibular migraine
* Benign Paroxysmal Positional Vertigo (BPPV)
* Recent fractures of the spine or lower extremities
* Inability to tolerate standing for 20 minutes
Minimum Eligible Age

20 Years

Maximum Eligible Age

70 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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University of Manitoba

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

Principal Investigators

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Tony Szturm, PhD

Role: PRINCIPAL_INVESTIGATOR

University of Manitoba

Karen M Reimer, MSc

Role: PRINCIPAL_INVESTIGATOR

University of Manitoba

Locations

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University of Manitoba, School of Medical Rehabilitation

Winnipeg, Manitoba, Canada

Site Status

Countries

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Canada

Other Identifiers

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HS14167

Identifier Type: -

Identifier Source: org_study_id