Comparison of Exergaming Training With Visual Feedback Training on Upper Limb Functions in Post Stroke Patients

NCT ID: NCT05673421

Last Updated: 2023-02-27

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

UNKNOWN

Clinical Phase

NA

Total Enrollment

40 participants

Study Classification

INTERVENTIONAL

Study Start Date

2023-01-10

Study Completion Date

2023-06-30

Brief Summary

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Stroke is classically characterized as a neurological deficit attributed to an acute focal injury of the central nervous system (CNS) by a vascular cause, including transient ischemic attack, cerebral infarction, intracerebral hemorrhage, and subarachnoid hemorrhage. It is a major cause of disability and death worldwide. The main purpose of this study to determine the effect of exergaming training compared to visual feedback training on improvement in upper limb function.

Detailed Description

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Stroke patients have various problems such weight. The loss of motion element involved on fine functions, and the above-mentioned problems can lead to decreased muscle cooperativity of the lower limbs while walking and may also result in an asymmetric gait due to imbalance in the ability to perform exercises. Recent studies on the treatment of stroke patients reported that approaches such as more intensive and repetitive training as compared to conventional general and passive intervention, training related to reality, intervention involving motivation and active participation and forced induction exercise, visual exercise feedback, purpose-oriented training, and task-oriented training are more effective in promoting function after stroke onset. Virtual reality (VR) is frequently used in different disease groups at the clinic for rehabilitation purposes. Xbox Kinect, Nintendo Wii, Sony PlayStation, and Cyber Glove are among the most commonly used VR applications in rehabilitation. Several studies reported that VR applications improved both upper and lower extremity functions and promoted independence in performing activities of daily living.

Games based on virtual reality for stroke rehabilitation are mainly focused on motor rehabilitation. Nevertheless, interest in the integration of cognitive and motor rehabilitation has grown. Research shows that the use of virtual reality-based games improves the range of motion as well as the memory and attention of stroke patients. Benefits of virtual reality games include diverse and intensive exercises, designing exercises tailored to patients' abilities, monitoring patients' progress, and boosting patients' motivation. Game-based virtual reality is an emerging technology in healthcare allowing users to interact with a dynamic 3D environment. Studies show that this technology is an effective, feasible and safe solution which makes rehabilitation more convenient. In addition, computer games increase motivation, satisfaction and involvement of patients.

Conditions

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Stroke

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Exergaming training
Primary Study Purpose

OTHER

Blinding Strategy

SINGLE

Participants
Visual Feedback Training Group

Study Groups

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Exergaming Training Group

VR game-assisted intervention will perform for 30-45 min, 5 sessions per week for a duration of 8 weeks.

Group Type EXPERIMENTAL

Exergaming Training

Intervention Type OTHER

VR game-assisted intervention will perform for 30-45 min, 5 sessions per week for a duration of 8 weeks

Visual Feedback Training

During the visual feedback practices, patients will be seated or in a standing phase close to a table on which a mirror would be placed vertically. The practice would be consisted of nonparetic-side shoulder, elbow, wrist and finger flexion, extension, abduction, adduction movements, task oriented activities like, unscrewing lid of jar ,card stacking, moving coins or marbles from one box to another, Folding towels and stacking them, picking glass, while patient will look into the mirror, -watching the image of their noninvolved hand, thus seeing the reflection of the hand movement projected over the involved hand. After watching the practices on the uninvolved side, patient will be asked to try to do the same movements with the paretic limb while they will be moving the nonparetic limb. Each activity will be performed for 4 min, with a 1 min preparation time between tasks.

Group Type ACTIVE_COMPARATOR

Visual Feedback Training

Intervention Type OTHER

During the visual feedback practices, patients will be seated or in a standing phase close to a table on which a mirror would be placed vertically. The practice would be consisted of nonparetic-side shoulder, elbow, wrist and finger flexion, extension, abduction, adduction movements, task oriented activities like, unscrewing lid of jar ,card stacking, moving coins or marbles from one box to another, Folding towels and stacking them, picking glass, while patient will look into the mirror, -watching the image of their noninvolved hand, thus seeing the reflection of the hand movement projected over the involved hand. After watching the practices on the uninvolved side, patient will be asked to try to do the same movements with the paretic limb while they will be moving the nonparetic limb.Each activity will be performed for 4 min, with a 1 min preparation time between tasks.

Interventions

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Exergaming Training

VR game-assisted intervention will perform for 30-45 min, 5 sessions per week for a duration of 8 weeks

Intervention Type OTHER

Visual Feedback Training

During the visual feedback practices, patients will be seated or in a standing phase close to a table on which a mirror would be placed vertically. The practice would be consisted of nonparetic-side shoulder, elbow, wrist and finger flexion, extension, abduction, adduction movements, task oriented activities like, unscrewing lid of jar ,card stacking, moving coins or marbles from one box to another, Folding towels and stacking them, picking glass, while patient will look into the mirror, -watching the image of their noninvolved hand, thus seeing the reflection of the hand movement projected over the involved hand. After watching the practices on the uninvolved side, patient will be asked to try to do the same movements with the paretic limb while they will be moving the nonparetic limb.Each activity will be performed for 4 min, with a 1 min preparation time between tasks.

Intervention Type OTHER

Eligibility Criteria

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Inclusion Criteria

* Both genders

* Subacute and chronic patients of stroke (\> 4 weeks).
* Age: 40-70 years
* Able to follow verbal instructions related to the visual feedback training.
* MMSE score \>21
* Modified Ashworth scale (MAS) level 1-3
* Brunnstrom stages 1-4
* Fugyl Meyer score limit for upper limb

Exclusion Criteria

Patients with

* Cognitive and Visual impairments
* Psychological disorder
* History of other neurological disorders
* Pusher's syndrome
* Hemineglect
* Abnormal synergic pattern
* Rheumatoid arthritis or other hand impairments
Minimum Eligible Age

40 Years

Maximum Eligible Age

70 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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Misbah Ghous, MSNMPT

Role: PRINCIPAL_INVESTIGATOR

Riphah International University islamabad

Locations

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Hafsa

Rawalpindi, Punjab Province, Pakistan

Site Status RECRUITING

Countries

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Pakistan

Central Contacts

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Misbah Ghous, MSNMPT

Role: CONTACT

03345695456

Hafsah Rashid, MS*

Role: CONTACT

0332 7156366

Facility Contacts

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Hafsa Rashid, MSNMPT*

Role: primary

03315165234

Other Identifiers

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Hafsa Rashid

Identifier Type: -

Identifier Source: org_study_id

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