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.

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

1 participants

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, 5

Results posted on

2017-06-15

Participant Flow

One Veteran recruited from Polytrauma department of Washington DC VA Medical Center during April 2015.

Participant milestones

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.
Overall Study
STARTED
1
Overall Study
COMPLETED
1
Overall Study
NOT COMPLETED
0

Reasons for withdrawal

Withdrawal data not reported

Baseline Characteristics

Using the Xbox Kinect for Chronic TBI

Baseline characteristics by cohort

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.
Age, Categorical
<=18 years
0 Participants
n=5 Participants
Age, Categorical
Between 18 and 65 years
1 Participants
n=5 Participants
Age, Categorical
>=65 years
0 Participants
n=5 Participants
Age, Continuous
37 years
STANDARD_DEVIATION 0 • n=5 Participants
Sex: Female, Male
Female
0 Participants
n=5 Participants
Sex: Female, Male
Male
1 Participants
n=5 Participants

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, 5

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.

Outcome measures

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.
Dynamic Gait Index (DGI)
Baseline
12 units on a scale
Standard Deviation 0.38
Dynamic Gait Index (DGI)
Intervention
17 units on a scale
Standard Deviation 2.28
Dynamic Gait Index (DGI)
Retention
19 units on a scale
Standard Deviation 0

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, 5

The 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

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.
Limits of Stability (LOS) - Directional Control
Baseline
65 percentage of accuracy
Standard Deviation 4.64
Limits of Stability (LOS) - Directional Control
Intervention
68 percentage of accuracy
Standard Deviation 3.77
Limits of Stability (LOS) - Directional Control
Retention
67 percentage of accuracy
Standard Deviation 2.19

SECONDARY outcome

Timeframe: (Intervention) 2 times per week for 8 weeks

Heart rated recorded using heart monitor and chest strap at the end of each mini-game.

Outcome measures

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.
Heart Rate at End of Mini-game
1st 5 Interventions
109.13 Heart beats per minute
Standard Deviation 12.65
Heart Rate at End of Mini-game
2nd 5 interventions
102.09 Heart beats per minute
Standard Deviation 5.78
Heart Rate at End of Mini-game
3rd 5 interventions
92.87 Heart beats per minute
Standard Deviation 3.07

SECONDARY outcome

Timeframe: (Intervention) 2 times per week for 8 weeks

Heart rated recorded using heart monitor and chest strap at the beginning of each mini-game.

Outcome measures

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.
Heart Rate at Beginning of Mini-game
2nd 5 interventions
87.79 Heart beats per minute
Standard Deviation 6.80
Heart Rate at Beginning of Mini-game
1st 5 Interventions
90.71 Heart beats per minute
Standard Deviation 13.41
Heart Rate at Beginning of Mini-game
3rd 5 interventions
77.95 Heart beats per minute
Standard Deviation 5.99

OTHER_PRE_SPECIFIED outcome

Timeframe: (Intervention) 2 times per week for 8 weeks

TAT 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

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.
Total Activity Time (TAT)
1st 5 interventions
27.13 Minutes
Standard Deviation 2.58
Total Activity Time (TAT)
2nd 5 interventions
32.85 Minutes
Standard Deviation 1.9
Total Activity Time (TAT)
3rd 5 interventions
30.5 Minutes
Standard Deviation 2.82

OTHER_PRE_SPECIFIED outcome

Timeframe: (Intervention) 2 times per week for 8 weeks

TTR 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

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.
Time in Therapeutic Heart Rate Range (TTR)
1st 5 interventions
48.87 Minutes
Standard Deviation 7.68
Time in Therapeutic Heart Rate Range (TTR)
2nd 5 interventions
51.20 Minutes
Standard Deviation 3.67
Time in Therapeutic Heart Rate Range (TTR)
3rd 5 interventions
38.33 Minutes
Standard Deviation 9.78

Adverse Events

Xbox One Kinect Gaming

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Adverse event data not reported

Additional Information

Dr. Shane Chanpimol

Washington DC VA Medical Center

Phone: 202-745-8000

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place