The Effects of Virtual Reality-Based Gamified Rehabilitation in Children With Hemophilia

NCT ID: NCT07200609

Last Updated: 2025-10-01

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

NOT_YET_RECRUITING

Clinical Phase

NA

Total Enrollment

20 participants

Study Classification

INTERVENTIONAL

Study Start Date

2025-11-30

Study Completion Date

2026-09-30

Brief Summary

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Hemophilia is an inherited bleeding disorder caused by deficiencies or low levels of clotting factors VIII (hemophilia A) and IX (hemophilia B). It is a chronic disease that negatively affects physical function, mobility, and quality of life by causing damage to joint and muscle structures due to bleeding disorders. Traditional rehabilitation methods can sometimes be boring for children and lead to a loss of motivation. Therefore, there is a need for innovative methods that will increase treatment compliance and improve children's physical activity levels.

Virtual reality (VR) technology provides a realistic and interactive environment that enables children to actively participate in the rehabilitation process. Combined with gamification elements, VR offers a fun learning and practice environment that supports the development of motor skills, reduces fear of movement, and can increase motivation for repetitive exercises.

This randomized controlled trial will evaluate the effects of virtual reality-based gamified rehabilitation on joint health, pain, posture, gait function, proprioception, and quality of life. Additionally, the contribution of this intervention to changes in activity and participation levels will be demonstrated using the International Classification of Functioning, Disability, and Health (ICF) model.

This study has the potential to guide future clinical practice by offering a more enjoyable and effective rehabilitation alternative for children with hemophilia. The widespread adoption of virtual reality-supported programs will be an important step in reducing physical disabilities associated with hemophilia.

Detailed Description

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Conditions

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Hemophilia A Without Inhibitor

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

The cases included in the study will be randomly divided into two groups using the web-based www.randomizer.org application. Group 1 is the virtual reality group, and Group 2 is the home-based exercise group.
Primary Study Purpose

SUPPORTIVE_CARE

Blinding Strategy

SINGLE

Outcome Assessors

Study Groups

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Virtual reality group

Inclusion criteria:

Diagnosed with Hemophilia A by a pediatric hematologist Aged 6-18 years With moderate to severe hemophilia Not regularly exercising No active bleeding complaints Children who are willing to participate in the study and continue prophylactic treatment

Exclusion criteria:

Children with active bleeding complaints Children who have undergone lower extremity surgery Children with neurological, orthopedic, or psychological conditions that affect functional performance

Group Type EXPERIMENTAL

Virtual Reality Intervention

Intervention Type OTHER

The virtual reality training group will have sessions lasting 40 minutes, 3 days a week for 8 weeks.

* A 30-minute VR-based training session using Kinect Xbox (5 min warm-up, 30 min VR, 5 min cool-down)
* The device has an infrared camera sensor (Kinect sensor) that detects the participant's movement in real time
* Even if the user's movement is not performed correctly in the game settings, the user receives visual and auditory sensory feedback about movement errors.
* All games are provided to engage participants' interest in the topics and require the use of the person's lower extremities.
* Each game will be played for 10 minutes during the 30-minute training session. (A total of 3 games will be played)
* Participants in VR programs typically perform active hip flexion, hip abduction, hip external and internal rotation, knee flexion and extension, ankle dorsiflexion, and plantar flexion while standing.
* Game content: Kinect Sports, Kinect Adventures and Kinect Sports Rivals.

Home-Based Exercise Group

Inclusion criteria:

Diagnosed with Hemophilia A by a pediatric hematologist Aged 6-18 years With moderate to severe hemophilia Not regularly exercising No active bleeding complaints Children who are willing to participate in the study and continue prophylactic treatment

Exclusion criteria:

Children with active bleeding complaints Children who have undergone lower extremity surgery Children with neurological, orthopedic, or psychological conditions that affect functional performance

Group Type ACTIVE_COMPARATOR

Home-Based Exercise Intervention

Intervention Type OTHER

* Home-based exercise training group will also be given online exercises 3 days a week for 8 weeks.
* Active/passive stretching exercises within pain limits
* Patients will perform exercises at home under a supervised exercise program
* They will perform exercises matching the virtual reality group in terms of exercise sequence, intensity, duration, and mode, incorporating open and closed kinetic chain movements
* A 20-second stretch followed by a 20-second relaxation performed five times per session for each muscle
* Light resistance exercises targeting muscle groups in the lower extremities, with a 5-second contraction followed by a 5-second relaxation, performed five times per session
* Bodyweight exercises
* Balance exercises
* Posture exercises

Interventions

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Virtual Reality Intervention

The virtual reality training group will have sessions lasting 40 minutes, 3 days a week for 8 weeks.

* A 30-minute VR-based training session using Kinect Xbox (5 min warm-up, 30 min VR, 5 min cool-down)
* The device has an infrared camera sensor (Kinect sensor) that detects the participant's movement in real time
* Even if the user's movement is not performed correctly in the game settings, the user receives visual and auditory sensory feedback about movement errors.
* All games are provided to engage participants' interest in the topics and require the use of the person's lower extremities.
* Each game will be played for 10 minutes during the 30-minute training session. (A total of 3 games will be played)
* Participants in VR programs typically perform active hip flexion, hip abduction, hip external and internal rotation, knee flexion and extension, ankle dorsiflexion, and plantar flexion while standing.
* Game content: Kinect Sports, Kinect Adventures and Kinect Sports Rivals.

Intervention Type OTHER

Home-Based Exercise Intervention

* Home-based exercise training group will also be given online exercises 3 days a week for 8 weeks.
* Active/passive stretching exercises within pain limits
* Patients will perform exercises at home under a supervised exercise program
* They will perform exercises matching the virtual reality group in terms of exercise sequence, intensity, duration, and mode, incorporating open and closed kinetic chain movements
* A 20-second stretch followed by a 20-second relaxation performed five times per session for each muscle
* Light resistance exercises targeting muscle groups in the lower extremities, with a 5-second contraction followed by a 5-second relaxation, performed five times per session
* Bodyweight exercises
* Balance exercises
* Posture exercises

Intervention Type OTHER

Eligibility Criteria

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Inclusion Criteria

* Hemophilia A diagnosed by a pediatric hematologist
* Boys aged 6-18
* Have moderate to severe hemophilia
* Do not exercise regularly
* Be able to move independently or with minimal support (ambulatory)
* Have the capacity to understand research instructions
* Prevent active bleeding
* Voluntary participation in expenses and parental record keeping
* Continued prophylactic treatment

Exclusion Criteria

* Children with active bleeding
* Those who have had lower extremity surgery
* Those with mental retardation
* Children with neurological, orthopedic, or psychological illnesses that may affect functional performance
Minimum Eligible Age

6 Years

Maximum Eligible Age

18 Years

Eligible Sex

MALE

Accepts Healthy Volunteers

No

Sponsors

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Hacettepe University

OTHER

Sponsor Role lead

Responsible Party

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Duygu Turker

Associate Professor

Responsibility Role PRINCIPAL_INVESTIGATOR

Other Identifiers

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E2-25-10575

Identifier Type: -

Identifier Source: org_study_id

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