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.

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

27 participants

Primary outcome timeframe

Post-Intervention, up to 30 minutes after intervention

Results posted on

2021-09-14

Participant Flow

Participant milestones

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

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 intervention

Measured by the Simulator Sickness Questionnaire. Total scores range from 0 to 26, with 0 representing a better outcome of less sickness.

Outcome measures

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 intervention

Measured 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

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 intervention

Measured 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

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

Serious events: 0 serious events
Other events: 1 other events
Deaths: 0 deaths

Control

Serious events: 0 serious events
Other events: 1 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

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

Dr. Jiabin Shen

University of Massachusetts Lowell

Phone: 978-934-3965

Results disclosure agreements

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