Efficacy of Recreational-therapeutic Use of Video Games on the Emotional State of Stroke Patients
NCT ID: NCT05143385
Last Updated: 2023-08-21
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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UNKNOWN
NA
94 participants
INTERVENTIONAL
2021-10-11
2023-12-31
Brief Summary
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Detailed Description
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\- To evaluate the impact on mood, anxiety and depression in patients admitted to neurorehabilitation units after the use of non-immersive virtual reality with the Nintento Switch device in their rehabilitation treatment.
Secondary objectives
* To describe the emotional state of patients before the use of non-immersive virtual therapy in their rehabilitation.
* To describe the emotional state of patients after the use of virtual reality in their rehabilitation.
* To compare the emotional state of patients before and after the implementation of virtual therapy in their rehabilitation.
* To describe the emotional state of patients who have not used non-immersive virtual reality in their rehabilitation by choice.
* To evaluate the efficacy of the involvement of the use of virtual reality therapy in patients with altered emotional state.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
SUPPORTIVE_CARE
NONE
Study Groups
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Control
The variables to be filled in upon admission are: age, sex, reason for admission and main caregiver. The variables that will be collected on admission and discharge are: Mississippi Aphasia Screening test, Canadian scale, Duke-UNK-11 subjective support scale, UCLA loneliness scale, oropharyngeal dysphagia screening test, Pfreiffer scale, State assessment mood, Hamilton Rating for Depression and Hospital Anxiety Depression Scale and HLS-EU Q16., Will be performed on all patients who are part of the trial.
Those patients where conventional rehabilitative treatment is performed will be:
* Physiotherapy sessions
* Speech therapy sessions
* Neuropsychology sessions
* Occupational therapy sessions
No interventions assigned to this group
Intervention Group
The variables are to be filled in upon admission are: age, sex, reason for admission and main caregiver. The variables that will be collected on admission and discharge are: MAST, Canadian scale, Duke-UNK-11 subjective support scale, UCLA loneliness scale, oropharyngeal dysphagia screening test, Pfeiffer scale, State assessment mood, Hamilton Rating for Depression and Hospital Anxiety Depression Scale and HLS-EU Q16.The beginning of the intervention will be once you have completed 15 calendar days from your admission.The intervention will be carried out once a week with a duration of 20 min with one of the games chosen by the patient together with the physiotherapist.The completion of the intervention will be until the patient is discharged from hospital, with a minimum of four sessions carried out in order to participate in the study.A registration table will be executed where the number of sessions of each patient and the type of session are quantified like a control group.
Virtual reality
* Those patients who are randomly assigned as the intervention group will be given an explanatory session on the use of the video game console, controllers and game accessories.
* The intervention will begin 15 calendar days after admission.
* The intervention will be carried out once a week with a duration of 20 minutes with one of the games chosen by the patient together with the physiotherapist.
* The end of the intervention will be until the patient is discharged from hospital, with a minimum of four sessions completed in order to participate in the study.
* The intervention will be carried out with an average of six sessions in each patient, including in the study those who perform a minimum of four sessions. However, the interventions will continue until hospital discharge.
* After completion of the clinical trial, a registry table will be drawn up quantifying the number of sessions for each patient and the type of session:
Interventions
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Virtual reality
* Those patients who are randomly assigned as the intervention group will be given an explanatory session on the use of the video game console, controllers and game accessories.
* The intervention will begin 15 calendar days after admission.
* The intervention will be carried out once a week with a duration of 20 minutes with one of the games chosen by the patient together with the physiotherapist.
* The end of the intervention will be until the patient is discharged from hospital, with a minimum of four sessions completed in order to participate in the study.
* The intervention will be carried out with an average of six sessions in each patient, including in the study those who perform a minimum of four sessions. However, the interventions will continue until hospital discharge.
* After completion of the clinical trial, a registry table will be drawn up quantifying the number of sessions for each patient and the type of session:
Eligibility Criteria
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Inclusion Criteria
* Fluent in oral and written Spanish.
* Patients with cognitive functions of expression and comprehension.
Exclusion Criteria
* Patients who have not yet started rehabilitation treatment.
18 Years
ALL
No
Sponsors
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Hospital San Carlos, Madrid
OTHER
Responsible Party
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Patricia Blázquez González
professor
Principal Investigators
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Patricia Blázquez González, Professor
Role: PRINCIPAL_INVESTIGATOR
Professor
Locations
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Fundación Instituto San Jose
Madrid, España, Spain
CEADAC
Madrid, , Spain
Countries
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References
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Blazquez-Gonzalez P, Miron-Gonzalez R, Lendinez-Mesa A, Luengo-Gonzalez R, Mancebo-Salas N, Camacho-Arroyo MT, Muriel-Garcia A, Garcia-Sastre MM. Efficacy of the use of video games on mood, anxiety and depression in stroke patients: preliminary findings of a randomised controlled trial. J Neurol. 2024 Mar;271(3):1224-1234. doi: 10.1007/s00415-023-12043-z. Epub 2024 Jan 10.
Other Identifiers
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HospitalSanCarlos
Identifier Type: -
Identifier Source: org_study_id
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