Individualized Virtual Reality in the Upper Extremity Rehabilitation of Hemiparetic Cerebral Palsy

NCT ID: NCT04630678

Last Updated: 2020-11-16

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

40 participants

Study Classification

INTERVENTIONAL

Study Start Date

2017-08-01

Study Completion Date

2019-08-01

Brief Summary

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This study aimed to investigate the effect of individualized virtual reality therapy on upper extremity functions of children with hemiparetic cerebral palsy.

Forty children (26 boys, 14 girls) with spastic hemiparetic cerebral palsy were included in this study. The primary outcome measure of this study was the Quality of Upper Extremity Skill Test, secondary outcome measures were the Modified Ashworth Scale and the "Reaching Map Test". The children were randomized into two groups. The first group was received conventional physiotherapy and virtual reality therapy for 60 minutes.The second group was received conventional physiotherapy and, activity training which the same movement patterns with virtual reality games for 60 minutes. Both treatments were given three times a week for eight weeks.

Detailed Description

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Participants Forty children (20 boys, 20 girls) were included in the study, and their demographic information was recorded. The participants were divided, using "randomizer.org" with a simple randomization method, into two different groups: the Virtual Reality or Activity Training (control) groups.

Study Design All children were assessed at baseline and after eight weeks of treatment. The children in both groups were evaluated by the same physiotherapist who was blinded. The treatment was given by a different physiotherapist who has been working in the field of pediatric physiotherapy for ten years Interventions The participants were randomized into two groups. The first group was received conventional physiotherapy and virtual reality therapy for 60 minutes. The second group was received conventional physiotherapy and, activity training which the same movement patterns with virtual reality games for 60 minutes. Both treatments were given three times a week for eight weeks.

The conventional physiotherapy interventions, including joint and muscle mobilization, strengthening, and stretching exercises by neurodevelopmental treatment principles and special for the needs of the child, was applied to both groups. The virtual reality therapy group received that simulate daily life and contain individual scenarios by using the USE-IT system for thirty minutes. USE-IT (Most Rehabilitation, Ankara, Turkey) is a 2D non-immersive virtual reality system that plays games on a 50-inches touchscreen. The children played "the matching, plumber, plumber, math, and car wash games" in accordance with their reaching map results. As the system detects not only hand but also object touch the real-life materials (cloths and hoses etc.) were used to stimulate grip and sense during games. The children in the activity training group received unilateral, bilateral, and bimanual activity training that supported manual skills for thirty minutes. Similar activity patterns were presented to the virtual reality group and activity training group.

Conditions

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Cerebral Palsy, Spastic

Keywords

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Cerebral Palsy Upper Extremity Rehabilitation Virtual Reality Technology-Assisted Therapy, Active Video Game

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

The children were randomized into two groups.The first group was received virtual reality therapy. The second group was received activity training. Both treatments were given three times a week for eight weeks.
Primary Study Purpose

TREATMENT

Blinding Strategy

SINGLE

Outcome Assessors
The children in both groups were evaluated by the same physiotherapist who was blinded. The treatment was given by a different physiotherapist who has been working in the field of pediatric physiotherapy for ten years.

Study Groups

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Virtual Reality Group

The first group was received conventional physiotherapy and virtual reality therapy for 60 minutes.

The conventional physiotherapy interventions, including joint and muscle mobilization, strengthening, and stretching exercises by neurodevelopmental treatment principles and special for the needs of the child, was applied to both groups. The virtual reality group received that simulate daily life and contain individual scenarios by using the USE-IT system for thirty minutes. USE-IT (Most Rehabilitation, Ankara, Turkey) is a 2D non-immersive virtual reality system that plays games on a 50-inches touchscreen. The children played "the matching, plumber, plumber, math, and car wash games" in accordance with their reaching map results. The treatment were given three times a week for eight weeks.

Group Type EXPERIMENTAL

Virtual Reality Therapy

Intervention Type OTHER

Virtual reality games were applied to participants for 30 minutes.

Conventional Physiotherapy

Intervention Type OTHER

Joint and muscle mobilization, strengthening, and stretching exercises by neurodevelopmental treatment principles were applied to participants for 30 minutes.

Activity Training (Control) Group

The second group was received conventional physiotherapy and, activity training which the same movement patterns with virtual reality games for 60 minutes. The children in the activity training group received unilateral, bilateral, and bimanual activity training that supported manual skills for thirty minutes. Similar activity patterns were presented to the virtual reality group and activity training (control) group. The treatment were given three times a week for eight weeks.

Group Type ACTIVE_COMPARATOR

Conventional Physiotherapy

Intervention Type OTHER

Joint and muscle mobilization, strengthening, and stretching exercises by neurodevelopmental treatment principles were applied to participants for 30 minutes.

Activity Training

Intervention Type OTHER

Unilateral, bilateral, and bimanual activity training that supported manual skills for 30 minutes.

Interventions

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Virtual Reality Therapy

Virtual reality games were applied to participants for 30 minutes.

Intervention Type OTHER

Conventional Physiotherapy

Joint and muscle mobilization, strengthening, and stretching exercises by neurodevelopmental treatment principles were applied to participants for 30 minutes.

Intervention Type OTHER

Activity Training

Unilateral, bilateral, and bimanual activity training that supported manual skills for 30 minutes.

Intervention Type OTHER

Eligibility Criteria

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Inclusion Criteria

* diagnosed as spastic hemiparetic cerebral palsy by a physician,
* must be level I, II, and III according to the Gross Motor Function Classification System (GMFCS)
* must be level I, II, and III according to the Manuel Ability Classification System (MACS)

Exclusion Criteria

* have cardiac or orthopedic contraindications for sitting, standing, and walking
* have orthopedic surgery to upper extremity and trunk in the last 6 months
* have used of spasticity-reducing medication or botulinum toxin injections to upper extremity or trunk in the last 6 months
* being severely mentally affected
* have any neurological conditions accompanying cerebral palsy (seizures, visual deficits, etc.)
Minimum Eligible Age

6 Years

Maximum Eligible Age

12 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Hacettepe University

OTHER

Sponsor Role lead

Responsible Party

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Mert Doğan

Master of Science

Responsibility Role PRINCIPAL_INVESTIGATOR

Principal Investigators

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Mert Doğan, mSc

Role: PRINCIPAL_INVESTIGATOR

Hacettepe University

Locations

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Hacettepe University

Ankara, , Turkey (Türkiye)

Site Status

Countries

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Turkey (Türkiye)

Other Identifiers

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2017/08-23, KA-17050

Identifier Type: -

Identifier Source: org_study_id