Exer-gaming on Upper Extremity Function and Activities of Daily Living in Sub-acute Stroke Patient.

NCT ID: NCT04750746

Last Updated: 2021-05-06

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

32 participants

Study Classification

INTERVENTIONAL

Study Start Date

2020-03-27

Study Completion Date

2020-12-30

Brief Summary

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Stroke is one of the leading cause of death, in adult stroke causes permanent disability. Stoke impact the life of a person significantly including the quality of life of an individual and especially performing the task of daily activities independently. About 50% survival of stroke have daily life activity limitation which is affecting their quality of life. Among stroke patients, 69% experience functional motor disturbance in their upper extremity.

The aim of this study is to evaluate the effect of Exer-gaming by using the Xbox Kinect game system on upper extremity motor functions and the ability to perform ADLs in sub-acute stroke. Various treatment methods are used for the rehabilitation of stroke. This study will be a randomized controlled trial, used to compare the effectiveness of Exer gaming on upper extremity function and activities of daily living in sub-acute stroke patient. Subjects with Sub-acute stroke meeting the predetermined inclusion \& exclusion criteria will be divided into two groups using simple random sampling technique. Pre assessment will be done using FMA \& SIS measurements. Subjects in one group will be treated with Conventional therapy and exer gaming and the other will be treated with conventional therapy and activities training session. Each subject will be received a total 18 treatment sessions, with 3 treatment sessions per week for 6 weeks. Post treatment reading for FMA and SIS will be recorded after the end of treatment session. Recorded values will be analyzed for any change using SPSS.

Detailed Description

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Conditions

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Stroke Cardiovascular Stroke Cerebrovascular Accident

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

TREATMENT

Blinding Strategy

DOUBLE

Participants Outcome Assessors

Study Groups

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Control Group

Control group will get conventional treatment.

Group Type ACTIVE_COMPARATOR

Control group

Intervention Type OTHER

Conventional Therapy Passive ROM and/or AROM exercises Muscle strengthening; Therapeutics stretching of the shoulder, the elbow, the wrist, and the fingers. Activities of daily living training, including eating, grooming, dressing, toileting, and transfer

Experimental Group

This group will get base line treatment with exer gaming.

Group Type EXPERIMENTAL

Experimental Group

Intervention Type OTHER

Interventional therapy Xbox Kinect (Xbox 360, Microsoft,) For training, programs such as Boxing and Bowling in the Kinect sports pack and Rally Ball, 20,000 Leaks, and Space Pop in the Kinect adventure pack, all of which required the use of the upper extremities, will be selected

Interventions

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Control group

Conventional Therapy Passive ROM and/or AROM exercises Muscle strengthening; Therapeutics stretching of the shoulder, the elbow, the wrist, and the fingers. Activities of daily living training, including eating, grooming, dressing, toileting, and transfer

Intervention Type OTHER

Experimental Group

Interventional therapy Xbox Kinect (Xbox 360, Microsoft,) For training, programs such as Boxing and Bowling in the Kinect sports pack and Rally Ball, 20,000 Leaks, and Space Pop in the Kinect adventure pack, all of which required the use of the upper extremities, will be selected

Intervention Type OTHER

Eligibility Criteria

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Inclusion Criteria

* 1\) First stroke 2) Patient of sub-acute stroke 3) Both gender 4) Between 45 to 65 years of age 6) Total score of 19 or greater on the Mini-Mental State Examination 7) No problems with auditory or visual functioning.

Exclusion Criteria

* 1\) Patient with global aphasia, and blindness, 2) Taking any prescribed drugs that could potentially affect physical function and balance (such as corticosteroids, antipsychotics or antidepressants) 3) Uncontrolled blood pressure (HTN) 4) Cardiac conditions 5) History of seizure 6) Any intervention other than conventional therapy 7) Refusal to use a video game.
Minimum Eligible Age

45 Years

Maximum Eligible Age

65 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Riphah International University

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

Principal Investigators

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Iram Shafee, M.Phil

Role: PRINCIPAL_INVESTIGATOR

Riphah International University

Locations

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Iram Shafee

Lahore, Punjab Province, Pakistan

Site Status

Countries

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Pakistan

References

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Henrique PPB, Colussi EL, De Marchi ACB. Effects of Exergame on Patients' Balance and Upper Limb Motor Function after Stroke: A Randomized Controlled Trial. J Stroke Cerebrovasc Dis. 2019 Aug;28(8):2351-2357. doi: 10.1016/j.jstrokecerebrovasdis.2019.05.031. Epub 2019 Jun 13.

Reference Type BACKGROUND
PMID: 31204204 (View on PubMed)

Kim JH. Effects of a virtual reality video game exercise program on upper extremity function and daily living activities in stroke patients. J Phys Ther Sci. 2018 Dec;30(12):1408-1411. doi: 10.1589/jpts.30.1408. Epub 2018 Nov 21.

Reference Type BACKGROUND
PMID: 30568325 (View on PubMed)

Trombetta M, Bazzanello Henrique PP, Brum MR, Colussi EL, De Marchi ACB, Rieder R. Motion Rehab AVE 3D: A VR-based exergame for post-stroke rehabilitation. Comput Methods Programs Biomed. 2017 Nov;151:15-20. doi: 10.1016/j.cmpb.2017.08.008. Epub 2017 Aug 12.

Reference Type BACKGROUND
PMID: 28946996 (View on PubMed)

Nguyen AV, Ong YA, Luo CX, Thuraisingam T, Rubino M, Levin MF, Kaizer F, Archambault PS. Virtual reality exergaming as adjunctive therapy in a sub-acute stroke rehabilitation setting: facilitators and barriers. Disabil Rehabil Assist Technol. 2019 May;14(4):317-324. doi: 10.1080/17483107.2018.1447608. Epub 2018 Mar 12.

Reference Type BACKGROUND
PMID: 29529895 (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)

Ahmad MA, Singh DKA, Mohd Nordin NA, Hooi Nee K, Ibrahim N. Virtual Reality Games as an Adjunct in Improving Upper Limb Function and General Health among Stroke Survivors. Int J Environ Res Public Health. 2019 Dec 16;16(24):5144. doi: 10.3390/ijerph16245144.

Reference Type BACKGROUND
PMID: 31888293 (View on PubMed)

Warland A, Paraskevopoulos I, Tsekleves E, Ryan J, Nowicky A, Griscti J, Levings H, Kilbride C. The feasibility, acceptability and preliminary efficacy of a low-cost, virtual-reality based, upper-limb stroke rehabilitation device: a mixed methods study. Disabil Rehabil. 2019 Sep;41(18):2119-2134. doi: 10.1080/09638288.2018.1459881. Epub 2018 Apr 12.

Reference Type BACKGROUND
PMID: 29644897 (View on PubMed)

Other Identifiers

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REC/Lhr/20/2032 Yamna Mazhar

Identifier Type: -

Identifier Source: org_study_id

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