The Effects of Virtual Reality-Based Gamified Rehabilitation in Children With Hemophilia
NCT ID: NCT07200609
Last Updated: 2025-10-01
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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NOT_YET_RECRUITING
NA
20 participants
INTERVENTIONAL
2025-11-30
2026-09-30
Brief Summary
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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.
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
SUPPORTIVE_CARE
SINGLE
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
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.
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
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
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.
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
Eligibility Criteria
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Inclusion Criteria
* 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
* Those who have had lower extremity surgery
* Those with mental retardation
* Children with neurological, orthopedic, or psychological illnesses that may affect functional performance
6 Years
18 Years
MALE
No
Sponsors
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Hacettepe University
OTHER
Responsible Party
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Duygu Turker
Associate Professor
Other Identifiers
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E2-25-10575
Identifier Type: -
Identifier Source: org_study_id
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