Home-based Virtual Reality Rehabilitation for Children With Cerebral Palsy

NCT ID: NCT06478082

Last Updated: 2024-06-27

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

COMPLETED

Clinical Phase

NA

Total Enrollment

13 participants

Study Classification

INTERVENTIONAL

Study Start Date

2021-04-12

Study Completion Date

2023-07-03

Brief Summary

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Rationale: In a way, VR-based gaming shows some similarities to Constraint-induced movement therapy. VR games are controlled unimanually or bimanually. When unimanually-controlled games are performed with the affected upper limb, movements of the unaffected hand are completely ineffective. This mimics the principle of forced use. To some degree, also bimanually-controlled games result in a forced use of the affected upper limb.

Additionally, VR could help in the engagement in rehabilitation programs, as virtual environments and gaming increases enjoyment and motivation, and therefore therapy adherence. Accordingly, VR-based gaming may have the potential to improve upper limb functionality in children with CP.

Objective: This study aims to investigate the feasibility of a home-based VR intervention to improve upper limb functionality in children with CP. Sub-objective: The validation of a self-developed upper limb assessment (Upper Limb Reaching Test).

Study population: Children and adolescents with unilateral CP (age 10-18 years old). Intervention: The intervention consists of VR-based rehabilitation with the Oculus Quest device. The training frequency and duration represents 2x15 minutes a day, five days a week, for a total of eight weeks. Therefore, this rehabilitation intervention should represent a total amount of 20 hours of rehabilitation. However, the total dosage is variable as the intervention is self-managed.

Main study parameters/endpoints: Logbook, System Usability Scale, Melbourne Assessment 2, Wall Arm Reaching Test, Elbow and shoulder range of motion.

Detailed Description

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Conditions

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Cerebral Palsy

Study Design

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Allocation Method

NA

Intervention Model

SINGLE_GROUP

Primary Study Purpose

DEVICE_FEASIBILITY

Blinding Strategy

NONE

Study Groups

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Children with unilateral Cerebral Palsy

All children have unilateral cerebral palsy and are between 1-18 years old

Group Type EXPERIMENTAL

Home-based virtual reality training

Intervention Type DEVICE

8-week training with an advised frequency of 30 minutes per day, for 5 days per week.

Interventions

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Home-based virtual reality training

8-week training with an advised frequency of 30 minutes per day, for 5 days per week.

Intervention Type DEVICE

Eligibility Criteria

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Inclusion Criteria

* CP children with a unilateral or severely asymmetric, bilateral spastic movement impairment.
* Age 10-18 years old.
* Manual Ability Classification System (MACS) scores I, II or III.
* House classification of 1, 2 or 3.

Exclusion Criteria

* Significant (persisting) motion sickness, or any other related adverse event in VR.
Minimum Eligible Age

10 Years

Maximum Eligible Age

18 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Sint Maartenskliniek

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

Principal Investigators

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Noël Keijsers, Prof.

Role: PRINCIPAL_INVESTIGATOR

Donders Institute for Brain, Cognition and Behavior, Radboud University

Locations

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Sint Maartenskliniek

Ubbergen, Gelderland, Netherlands

Site Status

Countries

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Netherlands

Other Identifiers

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885

Identifier Type: -

Identifier Source: org_study_id

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