Trial Outcomes & Findings for VR Cognitive Rehabiliation for Pediatric TBI (NCT NCT04526639)

NCT ID: NCT04526639

Last Updated: 2025-10-16

Results Overview

Performance-based executive function assessment Task in the virtual reality environment built by the research team. There are three tasks within this measurement, each transformed into a z score and summed up to serve as the total score for this measure. A Z-score of 0 in each task represents the sample mean. Higher values represent a better outcome for this measure.

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

14 participants

Primary outcome timeframe

Baseline (at recruitment/before intervention), Post-Intervention (after completion of intervention, up to 2 weeks), Follow-Up (up to 6 months after completion of intervention)

Results posted on

2025-10-16

Participant Flow

14 participants were recruited during 9/2021 and 8/2024 from two participating sites: Spaulding Rehabilitation Hospital and Kennedy Krieger Institute

Participant milestones

Participant milestones
Measure
Virtual Reality Games for Training Executive Functions
Virtual Reality games for training three core executive functions
Control VR Game on Playground
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
Overall Study
STARTED
7
7
Overall Study
COMPLETED
7
7
Overall Study
NOT COMPLETED
0
0

Reasons for withdrawal

Withdrawal data not reported

Baseline Characteristics

VR Cognitive Rehabiliation for Pediatric TBI

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
Virtual Reality Games for Training Executive Functions
n=7 Participants
Virtual Reality games for training three core executive functions
Control VR Game on Playground
n=7 Participants
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
Total
n=14 Participants
Total of all reporting groups
Age, Continuous
12.43 Years
STANDARD_DEVIATION 1.99 • n=5 Participants
13.57 Years
STANDARD_DEVIATION 4.20 • n=7 Participants
13.00 Years
STANDARD_DEVIATION 3.21 • n=5 Participants
Sex: Female, Male
Female
1 Participants
n=5 Participants
2 Participants
n=7 Participants
3 Participants
n=5 Participants
Sex: Female, Male
Male
6 Participants
n=5 Participants
5 Participants
n=7 Participants
11 Participants
n=5 Participants
Race/Ethnicity, Customized
White
6 Participants
n=5 Participants
4 Participants
n=7 Participants
10 Participants
n=5 Participants
Race/Ethnicity, Customized
Black
1 Participants
n=5 Participants
2 Participants
n=7 Participants
3 Participants
n=5 Participants
Race/Ethnicity, Customized
More than One Race
0 Participants
n=5 Participants
1 Participants
n=7 Participants
1 Participants
n=5 Participants
TBI Severity
Mild Complicated TBI
3 Participants
n=5 Participants
2 Participants
n=7 Participants
5 Participants
n=5 Participants
TBI Severity
Moderate/Severe TBI
4 Participants
n=5 Participants
5 Participants
n=7 Participants
9 Participants
n=5 Participants
Injury Recency
73.75 Days
STANDARD_DEVIATION 25.62 • n=5 Participants
129.50 Days
STANDARD_DEVIATION 156.64 • n=7 Participants
101.62 Days
STANDARD_DEVIATION 108.10 • n=5 Participants

PRIMARY outcome

Timeframe: Baseline (at recruitment/before intervention), Post-Intervention (after completion of intervention, up to 2 weeks), Follow-Up (up to 6 months after completion of intervention)

Population: Some participants did not have complete/valid data points for baseline, post, or follow-up visits on this outcome and thus excluded from analysis.

Performance-based executive function assessment Task in the virtual reality environment built by the research team. There are three tasks within this measurement, each transformed into a z score and summed up to serve as the total score for this measure. A Z-score of 0 in each task represents the sample mean. Higher values represent a better outcome for this measure.

Outcome measures

Outcome measures
Measure
Virtual Reality Games for Training Executive Functions
n=6 Participants
Virtual Reality games for training three core executive functions
Control VR Game on Playground
n=7 Participants
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
VR-based EF Assessment Task
Post Intervention
1.41 Z-Score
Standard Deviation 0.77
1.53 Z-Score
Standard Deviation 0.46
VR-based EF Assessment Task
Follow Up
1.71 Z-Score
Standard Deviation 0.59
1.82 Z-Score
Standard Deviation 0.06
VR-based EF Assessment Task
Pre Intervention
1.15 Z-Score
Standard Deviation 0.55
1.15 Z-Score
Standard Deviation 0.34

SECONDARY outcome

Timeframe: Baseline (at recruitment/before intervention), Post-Intervention (after completion of intervention, up to 2 weeks), Follow-Up (up to 6 months after completion of intervention)

Population: Some participants did not have complete/valid data points for baseline, post, or follow-up visits on this outcome and thus excluded from analysis.

Performance-based executive functions tested by three tasks in the NIH Toolbox Cognition Battery: Dimensional Change Card Sort Test, List Sorting Working Memory Test, and Flanker Inhibitory Control and Attention Test. Scores of each task were computed as age-corrected standard scores automatically by the iPad app of the NIH Toolbox Cognition Battery. Each age-corrected standard score is a z-score with a mean of 100 and standard deviation of 15. Total scores are the mean of all three task age-corrected standard scores. Higher scores represent better outcomes.

Outcome measures

Outcome measures
Measure
Virtual Reality Games for Training Executive Functions
n=6 Participants
Virtual Reality games for training three core executive functions
Control VR Game on Playground
n=6 Participants
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
NIH Toolbox Cognition Battery
Post Intervention
91.11 Z-score
Standard Deviation 11.83
90.87 Z-score
Standard Deviation 11.25
NIH Toolbox Cognition Battery
Follow Up
90.87 Z-score
Standard Deviation 11.25
88.83 Z-score
Standard Deviation 20.06
NIH Toolbox Cognition Battery
Pre Intervention
87.67 Z-score
Standard Deviation 10.26
83.56 Z-score
Standard Deviation 12.59

SECONDARY outcome

Timeframe: Follow-Up (up to 6 months after completion of intervention)

Population: Some participants did not have complete/valid data points for baseline, post, or follow-up visits on this outcome and thus excluded from analysis.

Behavior Rating Inventory of Executive Function 2; T scores are used (M = 50, SD = 10, no lower/upper limit), T scores from 60 to 64 are considered mildly elevated, and T scores from 65 to 69 are considered potentially clinically elevated. T scores at or above 70 are considered clinically elevated

Outcome measures

Outcome measures
Measure
Virtual Reality Games for Training Executive Functions
n=5 Participants
Virtual Reality games for training three core executive functions
Control VR Game on Playground
n=4 Participants
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
Report-based EF Skills
Parent Report
52.00 Points
Standard Deviation 6.82
50.25 Points
Standard Deviation 8.81
Report-based EF Skills
Child Report
51.75 Points
Standard Deviation 12.42
49.67 Points
Standard Deviation 4.51

SECONDARY outcome

Timeframe: Follow-Up (up to 6 months after completion of intervention)

Population: Some participants did not have complete/valid data points for baseline, post, or follow-up visits on this outcome and thus excluded from analysis.

23-item PedsQL (Pediatric Quality of Life) Generic Core Scales were designed to measure the core dimensions of health as delineated by the World Health Organization, as well as role (school) functioning. The current study uses its total scores, which is the sum of all 23 items and ranges from 0-100 after transformation. Higher scores indicate better quality of life.

Outcome measures

Outcome measures
Measure
Virtual Reality Games for Training Executive Functions
n=5 Participants
Virtual Reality games for training three core executive functions
Control VR Game on Playground
n=4 Participants
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
Health-related Quality of Life
Parent Report
78.88 units on a scale
Standard Deviation 20.89
75.54 units on a scale
Standard Deviation 8.76
Health-related Quality of Life
Child Report
75.90 units on a scale
Standard Deviation 13.49
70.67 units on a scale
Standard Deviation 4.64

OTHER_PRE_SPECIFIED outcome

Timeframe: Post-Intervention, up to 2 weeks

Simulator Sickness Questionnaire, 0-3, higher scores indicate higher levels of motion sickness

Outcome measures

Outcome measures
Measure
Virtual Reality Games for Training Executive Functions
n=6 Participants
Virtual Reality games for training three core executive functions
Control VR Game on Playground
n=6 Participants
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
Motion Sickness
0.09 Points
Standard Deviation 0.13
0.24 Points
Standard Deviation 0.26

OTHER_PRE_SPECIFIED outcome

Timeframe: Post-Intervention, up to 2 weeks

Borg Perceived Exertion Scale (6-26, higher score indicates greater exertion)

Outcome measures

Outcome measures
Measure
Virtual Reality Games for Training Executive Functions
n=6 Participants
Virtual Reality games for training three core executive functions
Control VR Game on Playground
n=6 Participants
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
Perceived Exertion
7.38 Points
Standard Deviation 1.24
9.71 Points
Standard Deviation 5.06

OTHER_PRE_SPECIFIED outcome

Timeframe: Post-Intervention, up to 2 weeks

VR User Feedback Survey providing subjective feedback on the VR intervention (1-5, higher scores indicate better VR experience)

Outcome measures

Outcome measures
Measure
Virtual Reality Games for Training Executive Functions
n=6 Participants
Virtual Reality games for training three core executive functions
Control VR Game on Playground
n=6 Participants
A relaxing virtual reality game for control group to play in VR playground without training their executive functions
Perceived VR Experience
VR Quality
2.50 Points
Standard Deviation 1.05
3.08 Points
Standard Deviation 1.28
Perceived VR Experience
Pleasure
3.25 Points
Standard Deviation 1.33
3.92 Points
Standard Deviation 1.02
Perceived VR Experience
motivation-Like to use VR again
3.17 Points
Standard Deviation 0.93
3.92 Points
Standard Deviation 1.20
Perceived VR Experience
motivation-use VR in future
2.83 Points
Standard Deviation 1.37
3.37 Points
Standard Deviation 1.21
Perceived VR Experience
motivation-use VR in therapies
3.42 Points
Standard Deviation 1.56
3.50 Points
Standard Deviation 1.52
Perceived VR Experience
motivation-attend
3.08 Points
Standard Deviation 1.50
3.00 Points
Standard Deviation 1.67

Adverse Events

Virtual Reality Games for Training Executive Functions

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

Control VR Game on Playground

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

Jiabin Shen

University of Massachusetts Lowell

Phone: 978-934-3965

Results disclosure agreements

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