Study Results
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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COMPLETED
NA
45 participants
INTERVENTIONAL
2017-07-01
2018-02-20
Brief Summary
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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.
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
CROSSOVER
TREATMENT
SINGLE
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.
Commercial video game.
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.
rehabilitation video game
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
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.
rehabilitation video game
Stroke patient had played with an specific video game for rehabilitation, along 12 sessions
Eligibility Criteria
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Inclusion Criteria
* 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
* History of seizures.
* Do not use video games
18 Years
ALL
No
Sponsors
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Universidad de Burgos
OTHER
Responsible Party
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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
Countries
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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.
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.
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.
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.
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.
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.
Other Identifiers
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CEIC 1559
Identifier Type: -
Identifier Source: org_study_id
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