Trial Outcomes & Findings for Using the Xbox Kinect for Chronic TBI (NCT NCT02889289)
NCT ID: NCT02889289
Last Updated: 2017-06-15
Results Overview
The DGI is a common clinical measure used to evaluate dynamic balance and coordination during a person's daily activities. This test was developed by Shumway-Cook and features 8-items which assess a person's ability to walk while turning their head, changing speed, and navigating obstacles. The DGI is scored from 0 to 24 where higher scores indicate higher dynamic balance function.
COMPLETED
NA
1 participants
Changes from (Baseline) Weeks 1,2,3,4,6,13,14 to (Intervention) Weeks 1, 3, 4, 6, 8 and to (Retention) Weeks 1, 2, 3, 4, 5
2017-06-15
Participant Flow
One Veteran recruited from Polytrauma department of Washington DC VA Medical Center during April 2015.
Participant milestones
| Measure |
Xbox One Kinect Gaming
15 sessions of supervised physical therapy using 2 commercially available Xbox One Kinect game.
Xbox One Kinect Gaming: The Veteran completed 15 sessions of supervised VR training. Each session lasted between 50 and 60 minutes in total. The intervention utilized 2 commercially available Xbox One Kinect games called "Shape Up" and "Kinect Sports: Rivals" to challenge both cardiovascular and balance systems. Each game is composed of mini-games (MG). Each MG lasted between 1:30 minutes to 4:00 minutes. Both games were played for approximately 25 minutes during each session. Rest breaks were allowed as the participant required them. Guarding by a therapist was provided dependent on the challenge of the game and the participant's abilities.
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|---|---|
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Overall Study
STARTED
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1
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Overall Study
COMPLETED
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1
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Overall Study
NOT COMPLETED
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0
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Reasons for withdrawal
Withdrawal data not reported
Baseline Characteristics
Using the Xbox Kinect for Chronic TBI
Baseline characteristics by cohort
| Measure |
Xbox One Kinect Gaming
n=1 Participants
15 sessions of supervised physical therapy using 2 commercially available Xbox One Kinect game.
Xbox One Kinect Gaming: The Veteran completed 15 sessions of supervised VR training. Each session lasted between 50 and 60 minutes in total. The intervention utilized 2 commercially available Xbox One Kinect games called "Shape Up" and "Kinect Sports: Rivals" to challenge both cardiovascular and balance systems. Each game is composed of mini-games (MG). Each MG lasted between 1:30 minutes to 4:00 minutes. Both games were played for approximately 25 minutes during each session. Rest breaks were allowed as the participant required them. Guarding by a therapist was provided dependent on the challenge of the game and the participant's abilities.
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|---|---|
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Age, Categorical
<=18 years
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0 Participants
n=5 Participants
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Age, Categorical
Between 18 and 65 years
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1 Participants
n=5 Participants
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Age, Categorical
>=65 years
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0 Participants
n=5 Participants
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Age, Continuous
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37 years
STANDARD_DEVIATION 0 • n=5 Participants
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Sex: Female, Male
Female
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0 Participants
n=5 Participants
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Sex: Female, Male
Male
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1 Participants
n=5 Participants
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PRIMARY outcome
Timeframe: Changes from (Baseline) Weeks 1,2,3,4,6,13,14 to (Intervention) Weeks 1, 3, 4, 6, 8 and to (Retention) Weeks 1, 2, 3, 4, 5The DGI is a common clinical measure used to evaluate dynamic balance and coordination during a person's daily activities. This test was developed by Shumway-Cook and features 8-items which assess a person's ability to walk while turning their head, changing speed, and navigating obstacles. The DGI is scored from 0 to 24 where higher scores indicate higher dynamic balance function.
Outcome measures
| Measure |
Xbox One Kinect Gaming
n=1 Participants
15 sessions of supervised physical therapy using 2 commercially available Xbox One Kinect game.
Xbox One Kinect Gaming: The Veteran completed 15 sessions of supervised VR training. Each session lasted between 50 and 60 minutes in total. The intervention utilized 2 commercially available Xbox One Kinect games called "Shape Up" and "Kinect Sports: Rivals" to challenge both cardiovascular and balance systems. Each game is composed of mini-games (MG). Each MG lasted between 1:30 minutes to 4:00 minutes. Both games were played for approximately 25 minutes during each session. Rest breaks were allowed as the participant required them. Guarding by a therapist was provided dependent on the challenge of the game and the participant's abilities.
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|---|---|
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Dynamic Gait Index (DGI)
Baseline
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12 units on a scale
Standard Deviation 0.38
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Dynamic Gait Index (DGI)
Intervention
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17 units on a scale
Standard Deviation 2.28
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Dynamic Gait Index (DGI)
Retention
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19 units on a scale
Standard Deviation 0
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SECONDARY outcome
Timeframe: (Baseline) Weeks 1,2,3,4,6,13,14; (Intervention) Weeks 1, 3, 4, 6, 8; (Retention) Weeks 1, 2, 3, 4, 5The LOS is performed on the NeuroCom Balance Manager. The LOS test is a goal-directed weight shifting task. The LOS-directional control measures the accuracy of an individual's movement of center of gravity during the task compared to a straight line. This is reported as a percentage without units.
Outcome measures
| Measure |
Xbox One Kinect Gaming
n=1 Participants
15 sessions of supervised physical therapy using 2 commercially available Xbox One Kinect game.
Xbox One Kinect Gaming: The Veteran completed 15 sessions of supervised VR training. Each session lasted between 50 and 60 minutes in total. The intervention utilized 2 commercially available Xbox One Kinect games called "Shape Up" and "Kinect Sports: Rivals" to challenge both cardiovascular and balance systems. Each game is composed of mini-games (MG). Each MG lasted between 1:30 minutes to 4:00 minutes. Both games were played for approximately 25 minutes during each session. Rest breaks were allowed as the participant required them. Guarding by a therapist was provided dependent on the challenge of the game and the participant's abilities.
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Limits of Stability (LOS) - Directional Control
Baseline
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65 percentage of accuracy
Standard Deviation 4.64
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Limits of Stability (LOS) - Directional Control
Intervention
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68 percentage of accuracy
Standard Deviation 3.77
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Limits of Stability (LOS) - Directional Control
Retention
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67 percentage of accuracy
Standard Deviation 2.19
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SECONDARY outcome
Timeframe: (Intervention) 2 times per week for 8 weeksHeart rated recorded using heart monitor and chest strap at the end of each mini-game.
Outcome measures
| Measure |
Xbox One Kinect Gaming
n=1 Participants
15 sessions of supervised physical therapy using 2 commercially available Xbox One Kinect game.
Xbox One Kinect Gaming: The Veteran completed 15 sessions of supervised VR training. Each session lasted between 50 and 60 minutes in total. The intervention utilized 2 commercially available Xbox One Kinect games called "Shape Up" and "Kinect Sports: Rivals" to challenge both cardiovascular and balance systems. Each game is composed of mini-games (MG). Each MG lasted between 1:30 minutes to 4:00 minutes. Both games were played for approximately 25 minutes during each session. Rest breaks were allowed as the participant required them. Guarding by a therapist was provided dependent on the challenge of the game and the participant's abilities.
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Heart Rate at End of Mini-game
1st 5 Interventions
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109.13 Heart beats per minute
Standard Deviation 12.65
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Heart Rate at End of Mini-game
2nd 5 interventions
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102.09 Heart beats per minute
Standard Deviation 5.78
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Heart Rate at End of Mini-game
3rd 5 interventions
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92.87 Heart beats per minute
Standard Deviation 3.07
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SECONDARY outcome
Timeframe: (Intervention) 2 times per week for 8 weeksHeart rated recorded using heart monitor and chest strap at the beginning of each mini-game.
Outcome measures
| Measure |
Xbox One Kinect Gaming
n=1 Participants
15 sessions of supervised physical therapy using 2 commercially available Xbox One Kinect game.
Xbox One Kinect Gaming: The Veteran completed 15 sessions of supervised VR training. Each session lasted between 50 and 60 minutes in total. The intervention utilized 2 commercially available Xbox One Kinect games called "Shape Up" and "Kinect Sports: Rivals" to challenge both cardiovascular and balance systems. Each game is composed of mini-games (MG). Each MG lasted between 1:30 minutes to 4:00 minutes. Both games were played for approximately 25 minutes during each session. Rest breaks were allowed as the participant required them. Guarding by a therapist was provided dependent on the challenge of the game and the participant's abilities.
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|---|---|
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Heart Rate at Beginning of Mini-game
2nd 5 interventions
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87.79 Heart beats per minute
Standard Deviation 6.80
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Heart Rate at Beginning of Mini-game
1st 5 Interventions
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90.71 Heart beats per minute
Standard Deviation 13.41
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Heart Rate at Beginning of Mini-game
3rd 5 interventions
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77.95 Heart beats per minute
Standard Deviation 5.99
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OTHER_PRE_SPECIFIED outcome
Timeframe: (Intervention) 2 times per week for 8 weeksTAT is a measure of the total time that the Veteran will be participating in mini-game challenges during the 60 minute intervention session.
Outcome measures
| Measure |
Xbox One Kinect Gaming
n=1 Participants
15 sessions of supervised physical therapy using 2 commercially available Xbox One Kinect game.
Xbox One Kinect Gaming: The Veteran completed 15 sessions of supervised VR training. Each session lasted between 50 and 60 minutes in total. The intervention utilized 2 commercially available Xbox One Kinect games called "Shape Up" and "Kinect Sports: Rivals" to challenge both cardiovascular and balance systems. Each game is composed of mini-games (MG). Each MG lasted between 1:30 minutes to 4:00 minutes. Both games were played for approximately 25 minutes during each session. Rest breaks were allowed as the participant required them. Guarding by a therapist was provided dependent on the challenge of the game and the participant's abilities.
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|---|---|
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Total Activity Time (TAT)
1st 5 interventions
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27.13 Minutes
Standard Deviation 2.58
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Total Activity Time (TAT)
2nd 5 interventions
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32.85 Minutes
Standard Deviation 1.9
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Total Activity Time (TAT)
3rd 5 interventions
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30.5 Minutes
Standard Deviation 2.82
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OTHER_PRE_SPECIFIED outcome
Timeframe: (Intervention) 2 times per week for 8 weeksTTR is the amount of time the Veteran spends within a target heart range of moderate to vigorous exercise prescribed as greater than 40% heart rate reserve.
Outcome measures
| Measure |
Xbox One Kinect Gaming
n=1 Participants
15 sessions of supervised physical therapy using 2 commercially available Xbox One Kinect game.
Xbox One Kinect Gaming: The Veteran completed 15 sessions of supervised VR training. Each session lasted between 50 and 60 minutes in total. The intervention utilized 2 commercially available Xbox One Kinect games called "Shape Up" and "Kinect Sports: Rivals" to challenge both cardiovascular and balance systems. Each game is composed of mini-games (MG). Each MG lasted between 1:30 minutes to 4:00 minutes. Both games were played for approximately 25 minutes during each session. Rest breaks were allowed as the participant required them. Guarding by a therapist was provided dependent on the challenge of the game and the participant's abilities.
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|---|---|
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Time in Therapeutic Heart Rate Range (TTR)
1st 5 interventions
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48.87 Minutes
Standard Deviation 7.68
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Time in Therapeutic Heart Rate Range (TTR)
2nd 5 interventions
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51.20 Minutes
Standard Deviation 3.67
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Time in Therapeutic Heart Rate Range (TTR)
3rd 5 interventions
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38.33 Minutes
Standard Deviation 9.78
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Adverse Events
Xbox One Kinect Gaming
Serious adverse events
Adverse event data not reported
Other adverse events
Adverse event data not reported
Additional Information
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place