Designing Virtual Reality-based Software for People With Multiple Sclerosis
NCT ID: NCT05420532
Last Updated: 2022-06-15
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
15 participants
INTERVENTIONAL
2022-01-30
2023-08-30
Brief Summary
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Detailed Description
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In addition, rehabilitation treatments for pwMS are described as very long and systematic, leading to loss of motivation and adjustment. As a result, technology-based rehabilitation systems such as virtual reality (VR) have been promising in recent years and can provide person-centered task-oriented rehabilitation without needing a device or controller.
In pwMS, physiotherapy and rehabilitation programs based on today's VR studies are usually prepared with game software for computer users without physical disabilities. However, the number of these studies based solely on classical game software has a limited place in treating patients today and is considered insufficient. Moreover, this software is complicated for patients, has a fast-paced structure, and fails to provide disability-focused education or meet patient needs.
For this reason, it is necessary to develop specific game software for pwMS. The study aims to develop virtual reality exergame software for upper extremity rehabilitation in pwMS and evaluate the usability.
Persons who are followed by the outpatient Multiple Sclerosis Clinic of Dokuz Eylül University Hospital will participate in the study. Fifteen participants will be included to determine the feasibility of the software, and they will experience the system for one session. Then 15 participants will be included to investigate the effects of software on upper extremity functions during 8 weeks.
Conditions
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Study Design
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NA
SINGLE_GROUP
TREATMENT
NONE
Study Groups
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Exergaming Group
A video game-based physical activity training will be applied under a physiotherapist supervision for 1 days/week for 8 weeks.
Exergaming
A video game-based physical activity training applied using a commercial game console.
Interventions
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Exergaming
A video game-based physical activity training applied using a commercial game console.
Eligibility Criteria
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Inclusion Criteria
* Being over 18 years old
* To be willing to participate in the study.
Exclusion Criteria
* Cognitive disability at a level that hinders assessment and treatment.
* Having a relapse 30 days before or during the study
18 Years
65 Years
ALL
No
Sponsors
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Dokuz Eylul University
OTHER
Yuzuncu Yıl University
OTHER
Responsible Party
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Asiye Tuba Ozdogar
PhD
Locations
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Dokuz Eylul University
Izmir, , Turkey (Türkiye)
Countries
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Central Contacts
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Asiye Tuba Ozdogar, Research Assisstant
Role: CONTACT
Facility Contacts
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Asiye Tuba Ozdogar, MSc
Role: backup
Other Identifiers
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2022/14-02
Identifier Type: -
Identifier Source: org_study_id
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