The Effects of Video Games in Stroke

NCT ID: NCT03896542

Last Updated: 2019-04-01

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

45 participants

Study Classification

INTERVENTIONAL

Study Start Date

2017-07-01

Study Completion Date

2018-02-20

Brief Summary

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Aims: To establish whether the effectiveness of conventional treatment is increased when it is complemented with video-based therapy, whether specific rehabilitation or commercial after subacute stroke.

Design: Randomized clinical trial with pre / post-test and follow-up evaluation, assessor blinded study.

Methodology: Three different groups: conventional treatment, conventional treatment and commercial videogame, or conventional treatment and specific rehabilitation videogame. The three groups completed 12 sessions.

Detailed Description

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Conditions

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Stroke Hemiplegia

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

CROSSOVER

Primary Study Purpose

TREATMENT

Blinding Strategy

SINGLE

Outcome Assessors

Study Groups

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Commercial video game

the group commercial video game received 30 minutes of conventional therapy plus 30 minutes of rehab training using Xbox Kinect-based games.

Group Type EXPERIMENTAL

Commercial video game.

Intervention Type DEVICE

Stroke patient had played with commercial video game, along 12 sessions.

Rehabilitation video game

the group rehabilitation video game received 30 minutes of conventional therapy plus 30 minutes of rehab games.

Group Type EXPERIMENTAL

rehabilitation video game

Intervention Type DEVICE

Stroke patient had played with an specific video game for rehabilitation, along 12 sessions

The control group

The control group received 30 minutes of conventional therapy

Group Type NO_INTERVENTION

No interventions assigned to this group

Interventions

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Commercial video game.

Stroke patient had played with commercial video game, along 12 sessions.

Intervention Type DEVICE

rehabilitation video game

Stroke patient had played with an specific video game for rehabilitation, along 12 sessions

Intervention Type DEVICE

Eligibility Criteria

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Inclusion Criteria

* Patients with stroke
* Hemiplegia on the non-dominant side
* More than 1 month since the stroke
* Score 3 in the shoulder and 2 in the elbow in the modified Medical Research Council scale
* No auditory alterations
* No visual disturbances
* Mini Mental Scale greater than or equal to 24

Exclusion Criteria

* Patients with unstable blood pressure or angina.
* History of seizures.
* Do not use video games
Minimum Eligible Age

18 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Universidad de Burgos

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

Principal Investigators

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J. Hilario Ortiz Huerta

Role: PRINCIPAL_INVESTIGATOR

Universidad de Burgos

Locations

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Universidad de Burgos

Burgos, , Spain

Site Status

Countries

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Spain

References

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Park DS, Lee DG, Lee K, Lee G. Effects of Virtual Reality Training using Xbox Kinect on Motor Function in Stroke Survivors: A Preliminary Study. J Stroke Cerebrovasc Dis. 2017 Oct;26(10):2313-2319. doi: 10.1016/j.jstrokecerebrovasdis.2017.05.019. Epub 2017 Jun 9.

Reference Type BACKGROUND
PMID: 28606661 (View on PubMed)

Sin H, Lee G. Additional virtual reality training using Xbox Kinect in stroke survivors with hemiplegia. Am J Phys Med Rehabil. 2013 Oct;92(10):871-80. doi: 10.1097/PHM.0b013e3182a38e40.

Reference Type BACKGROUND
PMID: 24051993 (View on PubMed)

Laver KE, George S, Thomas S, Deutsch JE, Crotty M. Virtual reality for stroke rehabilitation. Cochrane Database Syst Rev. 2015 Feb 12;2015(2):CD008349. doi: 10.1002/14651858.CD008349.pub3.

Reference Type BACKGROUND
PMID: 25927099 (View on PubMed)

Rand D, Weingarden H, Weiss R, Yacoby A, Reif S, Malka R, Shiller DA, Zeilig G. Self-training to improve UE function at the chronic stage post-stroke: a pilot randomized controlled trial. Disabil Rehabil. 2017 Jul;39(15):1541-1548. doi: 10.1080/09638288.2016.1239766. Epub 2016 Oct 28.

Reference Type BACKGROUND
PMID: 27793071 (View on PubMed)

Gauthier LV, Kane C, Borstad A, Strahl N, Uswatte G, Taub E, Morris D, Hall A, Arakelian M, Mark V. Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): protocol for a multi-center comparative effectiveness trial of in-home gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis. BMC Neurol. 2017 Jun 8;17(1):109. doi: 10.1186/s12883-017-0888-0.

Reference Type BACKGROUND
PMID: 28595611 (View on PubMed)

Bonnechere B, Jansen B, Omelina L, Van Sint Jan S. The use of commercial video games in rehabilitation: a systematic review. Int J Rehabil Res. 2016 Dec;39(4):277-290. doi: 10.1097/MRR.0000000000000190.

Reference Type BACKGROUND
PMID: 27508968 (View on PubMed)

Other Identifiers

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CEIC 1559

Identifier Type: -

Identifier Source: org_study_id

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