Trial Outcomes & Findings for VR-based EF Rehabilitation for Pediatric TBI (NCT NCT03611062)
NCT ID: NCT03611062
Last Updated: 2021-09-14
Results Overview
Measured by the Simulator Sickness Questionnaire. Total scores range from 0 to 26, with 0 representing a better outcome of less sickness.
COMPLETED
NA
27 participants
Post-Intervention, up to 30 minutes after intervention
2021-09-14
Participant Flow
Participant milestones
| Measure |
VR Executive Functions Training
Participants will receive training of executive functions in a virtual reality environment.
VR Executive Functions Training: The Windows 10-based VICT program invites children to rescue an animated character named "Lubdub" from a castle. The program consists of three challenging and child-friendly tasks that correspond to the three core EFs.
|
Control
Participants will play a virtual reality game using the same hardware and similar environments, but without the training of executive functions.
VR Placebo Game: In this game, children in the control group will use the VR hand controller to cast different types of spells (bees, bouncy balls, sparkler spells) to objects in the virtual world. Objects in the VR world will all react differently to a spell being cast so as to provide children a relaxing and EF-free gaming experience.
|
|---|---|---|
|
Overall Study
STARTED
|
14
|
13
|
|
Overall Study
COMPLETED
|
13
|
12
|
|
Overall Study
NOT COMPLETED
|
1
|
1
|
Reasons for withdrawal
Withdrawal data not reported
Baseline Characteristics
VR-based EF Rehabilitation for Pediatric TBI
Baseline characteristics by cohort
| Measure |
VR Executive Functions Training
n=13 Participants
Participants will receive training of executive functions in a virtual reality environment.
VR Executive Functions Training: The Windows 10-based VICT program invites children to rescue an animated character named "Lubdub" from a castle. The program consists of three challenging and child-friendly tasks that correspond to the three core EFs.
|
Control
n=12 Participants
Participants will play a virtual reality game using the same hardware and similar environments, but without the training of executive functions.
VR Placebo Game: In this game, children in the control group will use the VR hand controller to cast different types of spells (bees, bouncy balls, sparkler spells) to objects in the virtual world. Objects in the VR world will all react differently to a spell being cast so as to provide children a relaxing and EF-free gaming experience.
|
Total
n=25 Participants
Total of all reporting groups
|
|---|---|---|---|
|
Age, Continuous
|
13.77 years
STANDARD_DEVIATION 3.09 • n=5 Participants
|
11.75 years
STANDARD_DEVIATION 3.17 • n=7 Participants
|
12.80 years
STANDARD_DEVIATION 3.23 • n=5 Participants
|
|
Sex: Female, Male
Female
|
5 Participants
n=5 Participants
|
4 Participants
n=7 Participants
|
9 Participants
n=5 Participants
|
|
Sex: Female, Male
Male
|
8 Participants
n=5 Participants
|
8 Participants
n=7 Participants
|
16 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Hispanic or Latino
|
0 Participants
n=5 Participants
|
1 Participants
n=7 Participants
|
1 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Not Hispanic or Latino
|
13 Participants
n=5 Participants
|
11 Participants
n=7 Participants
|
24 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Unknown or Not Reported
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
American Indian or Alaska Native
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Asian
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Black or African American
|
2 Participants
n=5 Participants
|
2 Participants
n=7 Participants
|
4 Participants
n=5 Participants
|
|
Race (NIH/OMB)
White
|
11 Participants
n=5 Participants
|
9 Participants
n=7 Participants
|
20 Participants
n=5 Participants
|
|
Race (NIH/OMB)
More than one race
|
0 Participants
n=5 Participants
|
1 Participants
n=7 Participants
|
1 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Unknown or Not Reported
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
PRIMARY outcome
Timeframe: Post-Intervention, up to 30 minutes after interventionMeasured by the Simulator Sickness Questionnaire. Total scores range from 0 to 26, with 0 representing a better outcome of less sickness.
Outcome measures
| Measure |
VR Executive Functions Training
n=13 Participants
Participants will receive training of executive functions in a virtual reality environment.
VR Executive Functions Training: The Windows 10-based VICT program invites children to rescue an animated character named "Lubdub" from a castle. The program consists of three challenging and child-friendly tasks that correspond to the three core EFs.
|
Control
n=12 Participants
Participants will play a virtual reality game using the same hardware and similar environments, but without the training of executive functions.
VR Placebo Game: In this game, children in the control group will use the VR hand controller to cast different types of spells (bees, bouncy balls, sparkler spells) to objects in the virtual world. Objects in the VR world will all react differently to a spell being cast so as to provide children a relaxing and EF-free gaming experience.
|
|---|---|---|
|
Level of Simulator Sickness [Feasibility and Safety]
|
0.16 score on a scale
Standard Deviation 0.19
|
0.03 score on a scale
Standard Deviation 0.04
|
PRIMARY outcome
Timeframe: Post-Intervention, up to 30 minutes after interventionMeasured by the Borg Rating of Perceived Exertion Scale. Total score ranges from 6 to 20, with 6 being a lower amount of exertion.
Outcome measures
| Measure |
VR Executive Functions Training
n=13 Participants
Participants will receive training of executive functions in a virtual reality environment.
VR Executive Functions Training: The Windows 10-based VICT program invites children to rescue an animated character named "Lubdub" from a castle. The program consists of three challenging and child-friendly tasks that correspond to the three core EFs.
|
Control
n=12 Participants
Participants will play a virtual reality game using the same hardware and similar environments, but without the training of executive functions.
VR Placebo Game: In this game, children in the control group will use the VR hand controller to cast different types of spells (bees, bouncy balls, sparkler spells) to objects in the virtual world. Objects in the VR world will all react differently to a spell being cast so as to provide children a relaxing and EF-free gaming experience.
|
|---|---|---|
|
Level of Physical Fatigability [Feasibility and Safety]
|
6.25 score on a scale
Standard Deviation 0.50
|
11.50 score on a scale
Standard Deviation 2.12
|
PRIMARY outcome
Timeframe: Post-Intervention, up to 30 minutes after interventionMeasured by asking participants to respond to the following question: How much did you like the VR games you just played? Measured on a scale 1-5, with higher values indicating greater enjoyment
Outcome measures
| Measure |
VR Executive Functions Training
n=13 Participants
Participants will receive training of executive functions in a virtual reality environment.
VR Executive Functions Training: The Windows 10-based VICT program invites children to rescue an animated character named "Lubdub" from a castle. The program consists of three challenging and child-friendly tasks that correspond to the three core EFs.
|
Control
n=12 Participants
Participants will play a virtual reality game using the same hardware and similar environments, but without the training of executive functions.
VR Placebo Game: In this game, children in the control group will use the VR hand controller to cast different types of spells (bees, bouncy balls, sparkler spells) to objects in the virtual world. Objects in the VR world will all react differently to a spell being cast so as to provide children a relaxing and EF-free gaming experience.
|
|---|---|---|
|
Perceived Virtual Reality Experience [Feasibility]
|
3.75 units on a scale
Standard Deviation 0.96
|
4 units on a scale
Standard Deviation 0
|
Adverse Events
VR Executive Functions Training
Control
Serious adverse events
Adverse event data not reported
Other adverse events
| Measure |
VR Executive Functions Training
n=13 participants at risk
Participants will receive training of executive functions in a virtual reality environment.
VR Executive Functions Training: The Windows 10-based VICT program invites children to rescue an animated character named "Lubdub" from a castle. The program consists of three challenging and child-friendly tasks that correspond to the three core EFs.
|
Control
n=12 participants at risk
Participants will play a virtual reality game using the same hardware and similar environments, but without the training of executive functions.
VR Placebo Game: In this game, children in the control group will use the VR hand controller to cast different types of spells (bees, bouncy balls, sparkler spells) to objects in the virtual world. Objects in the VR world will all react differently to a spell being cast so as to provide children a relaxing and EF-free gaming experience.
|
|---|---|---|
|
Eye disorders
Blurry vision / eye strain
|
0.00%
0/13 • During the course of the study participation (up to 30 minutes after study completion)
|
8.3%
1/12 • Number of events 1 • During the course of the study participation (up to 30 minutes after study completion)
|
|
General disorders
Headache
|
7.7%
1/13 • Number of events 1 • During the course of the study participation (up to 30 minutes after study completion)
|
0.00%
0/12 • During the course of the study participation (up to 30 minutes after study completion)
|
Additional Information
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place