Examination of the Effects of Video-Based Games on Balance, Trunk Proprioception, Motivation and Quality of Life in Individuals With Cerebral Palsy
NCT ID: NCT05667792
Last Updated: 2024-03-05
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
Get a concise snapshot of the trial, including recruitment status, study phase, enrollment targets, and key timeline milestones.
COMPLETED
NA
42 participants
INTERVENTIONAL
2022-05-05
2022-07-22
Brief Summary
Review the sponsor-provided synopsis that highlights what the study is about and why it is being conducted.
The entire sample will be evaluated at the beginning of the study and at the end of the 10th week. Our main aim in the study is to compare the effects of video-based games applied in different age groups on balance, trunk proprioception, motivation and quality of life.
Related Clinical Trials
Explore similar clinical trials based on study characteristics and research focus.
Exercise Intensity Of Interactive Video Gaming in Cerebral Palsy
NCT04759677
Video-game Based Therapy in Cerebral Palsy
NCT05846542
Video Based Games Exercise Training in Individuals With Cerebral Palsy
NCT06073743
Video-Based Games for Upper Limb Rehabilitation in Cerebral Palsy
NCT03622970
Intensive Video-Based Game Therapy Applications in Cerebral Palsy
NCT06821815
Detailed Description
Dive into the extended narrative that explains the scientific background, objectives, and procedures in greater depth.
42 individuals diagnosed with cerebral palsy will be divided into 2 groups according to age groups. Individuals aged 4-11 will be included in the child group, and individuals aged 12-18 will be included in the adolescent group. Individuals with cerebral palsy in the child and adolescent group will also be randomized within themselves and divided into treatment and control groups. In addition to conventional treatment created in accordance with neurodevelopmental treatment approaches, video-based virtual reality games will be played for a total of 10 weeks for treatment groups in both age groups. The patients will be followed up with an average of 20 minutes of video-based games, after the physiotherapy and rehabilitation application, consisting of an average of 45 minutes, twice a week. Individuals in the control group in both age groups will be followed for 10 weeks with conventional treatment created in accordance with neurodevelopmental treatment approaches.
A treatment plan will be created for the entire sample group according to neurodevelopmental treatment approaches. In the content of the treatment plan; In order to regulate muscle tone and increase sensory input, intramuscular stretching and soft tissue mobilization, exercises that improve protective, balance and correction reactions, and support the development of postural control will be included. In addition, studies aimed at ensuring proper posture and increasing body awareness during standing without support, facilitation of trunk extension will be carried out. For the development of postural control in the same position, facilitation of trunk elongation and weight transfer to the affected and less affected side will be emphasized. Exercises will be performed on stepping and descending from the affected and less-affected side. Supported with appropriate hand grips, forward jumping with two feet, one foot, and weight transfer on one foot will be carried out.
In the evaluation of the patient, the pediatric motivation scale, balance, trunk proprioceptive sense and quality of life will be evaluated at the 1st and 10th weeks.
Conditions
See the medical conditions and disease areas that this research is targeting or investigating.
Study Design
Understand how the trial is structured, including allocation methods, masking strategies, primary purpose, and other design elements.
RANDOMIZED
PARALLEL
TREATMENT
DOUBLE
Study Groups
Review each arm or cohort in the study, along with the interventions and objectives associated with them.
Study Group- 4-11 age
Microsoft Kinect 360
Balance and trunk proprioception games will be selected and played for the children to be included in the treatment. Children will play these games with their own body movements.
Pediatric Rehabilitation
Bobath therapy
Control Group-4-11 age
Pediatric Rehabilitation
Bobath therapy
Study Group- 12-18 age
Microsoft Kinect 360
Balance and trunk proprioception games will be selected and played for the children to be included in the treatment. Children will play these games with their own body movements.
Pediatric Rehabilitation
Bobath therapy
Control Group-12-18 age
Pediatric Rehabilitation
Bobath therapy
Interventions
Learn about the drugs, procedures, or behavioral strategies being tested and how they are applied within this trial.
Microsoft Kinect 360
Balance and trunk proprioception games will be selected and played for the children to be included in the treatment. Children will play these games with their own body movements.
Pediatric Rehabilitation
Bobath therapy
Eligibility Criteria
Check the participation requirements, including inclusion and exclusion rules, age limits, and whether healthy volunteers are accepted.
Inclusion Criteria
Exclusion Criteria
4 Years
18 Years
ALL
No
Sponsors
Meet the organizations funding or collaborating on the study and learn about their roles.
Mustafa Kemal University
OTHER
Responsible Party
Identify the individual or organization who holds primary responsibility for the study information submitted to regulators.
İlkan Cicek
Postgraduate
Locations
Explore where the study is taking place and check the recruitment status at each participating site.
Hatay Mustafa Kemal Üniversitesi
Antakya, Hatay, Turkey (Türkiye)
Countries
Review the countries where the study has at least one active or historical site.
Other Identifiers
Review additional registry numbers or institutional identifiers associated with this trial.
MustafaKU-PTIlkan
Identifier Type: -
Identifier Source: org_study_id
More Related Trials
Additional clinical trials that may be relevant based on similarity analysis.