Virtual Reality in Children With Cerebral Palsy
NCT02500433 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 30
Last updated 2015-07-16
Summary
OBJECTIVE: To investigate whether VR videogames plus conventional therapy improves motor control compared with conventional therapy in children with cerebral palsy (CP).
METHODS: Thirty participants with CP were included. A baseline (A0), a post-conventional intervention (A1), a post-experimental treatment (A2) and a two-month follow-up (A3) assessment were performed. Experimental intervention was based on videogames treatment (Kinect-Kbox360TM) added to their conventional physiotherapy. Motor and the process skills were evaluated by the Assessment of Motor and Process Skills (AMPS); balance by the Pediatric Reach test (PRT); gait speed by the 10-meters walk test (10MW); and running and jumping capacity by the Gross Motor Function Measure (GMFM).
Conditions
- Cerebral Palsy
Interventions
- OTHER
-
Device: Kinect-Xbox 360TM
Based around a webcam-style add-on peripheral for the Xbox 360 console, it enables users to control and interact with the Xbox 360 without the need to touch a game controller, through a natural user interface using gestures and spoken commands. Participants were asked to practice 30 minutes per day, 2 days per week for 2 months, added to their conventional treatment. The games used were Kinect Sports ITM, Kinect Joy RideTM and Kinect Disneyland AdventuresTM and involved balance and trunk movements, general and visual-manual coordination and limb tasks. Each subject followed instructions on the screen with the help of his physiotherapist, with points awarded based on degree and speed of movement and level of difficulty.
- OTHER
-
Conventional therapy
Sponsors & Collaborators
-
Universidad Rey Juan Carlos
lead OTHER
Principal Investigators
-
Laura Luna, PhD · Universidad Rey Juna Carlos
Study Design
- Allocation
- NON_RANDOMIZED
- Purpose
- TREATMENT
- Masking
- NONE
- Model
- CROSSOVER
Eligibility
- Min Age
- 4 Years
- Max Age
- 11 Years
- Sex
- ALL
- Healthy Volunteers
- No
Timeline & Regulatory
- Start
- 2013-01-31
- Primary Completion
- 2014-06-30
- Completion
- 2015-01-31
More Related Trials
-
Changes in Motor and Cognitive Function on Unilateral Spastic Cerebral Palsy, Associated With Videogame Therapy
NCT05557305 ·Status: RECRUITING ·Phase: NA
-
Effectiveness of Virtual Reality on Functional Mobility During Treadmill Training in Children With Cerebral Palsy
NCT05131724 ·Status: UNKNOWN ·Phase: NA
-
Effects of Virtual Reality on Functional Balance in Children With Cerebral Palsy (GMFCS III-IV)
NCT07078279 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Effectiveness of the Use of the Nintendo Switch Combined With Conventional Therapy in People With Acquired Brain Injury
NCT06285877 ·Status: RECRUITING ·Phase: NA
-
Home-based Virtual Reality Rehabilitation for Children With Cerebral Palsy
NCT06478082 ·Status: COMPLETED ·Phase: NA
-
Video-game Based Therapy in Cerebral Palsy
NCT05846542 ·Status: COMPLETED ·Phase: NA
-
Evaluation the Feasibility and Effects of Kinect-based Computer Games as UE Training Tool in Cerebral Palsy Children
NCT02364245 ·Status: COMPLETED ·Phase: NA
-
Using Augmented Reality to Promote Physical Activity in Children With Cerebral Palsy
NCT06096272 ·Status: RECRUITING ·Phase: NA
-
Training With Virtual Reality in Upper Arm Reaching of Children With Cerebral Palsy
NCT04483388 ·Status: COMPLETED ·Phase: NA
-
Virtual Reality Implantation in Paediatric Rehabilitation (IMPLANT-VR4 CHILD)
NCT06627049 ·Status: RECRUITING
-
Rehabilitation Specific Gaming in CP
NCT03403010 ·Status: COMPLETED ·Phase: NA
-
Video-Based Games for Upper Limb Rehabilitation in Cerebral Palsy
NCT03622970 ·Status: COMPLETED ·Phase: NA
-
Examination of the Effects of Video-Based Games on Balance, Trunk Proprioception, Motivation and Quality of Life in Individuals With Cerebral Palsy
NCT05667792 ·Status: COMPLETED ·Phase: NA
-
Telehealth Virtual Reality Gaming on Cardiometabolic Health Among Youth With Cerebral Palsy
NCT05336227 ·Status: COMPLETED ·Phase: PHASE1
-
Immersive Virtual Environments and Wearable Haptic Devices in Rehabilitation of Children With Neuromotor Impairments
NCT03353623 ·Status: COMPLETED ·Phase: NA
-
Video Based Games Exercise Training in Individuals With Cerebral Palsy
NCT06073743 ·Status: COMPLETED ·Phase: NA
-
Virtual Rehabilitation Innovations for Motivation
NCT04430673 ·Status: COMPLETED ·Phase: NA
-
How Much Virtual Reality Intervention Improve the Balance of Patients with Cerebral Palsy
NCT06769178 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Virtual Reality Versus Mirror Therapy on Balance and Muscle Strength in Children With Hemiplegic Cerebral Palsy
NCT05331703 ·Status: UNKNOWN ·Phase: NA
-
Technology Assisted Rehabilitation in CP
NCT05408806 ·Status: UNKNOWN
-
Video Gaming for Home Rehabilitation for Children With Hemiplegic Cerebral Palsy in Costa Rica
NCT05403567 ·Status: UNKNOWN ·Phase: NA
-
Virtual Reality and Manual Dexterity in in Patients With Multiple Sclerosis
NCT03186612 ·Status: UNKNOWN ·Phase: NA
-
Motor Learning in People With Cerebral Palsy by Using Virtual Reality.
NCT03348943 ·Status: COMPLETED ·Phase: NA
-
Upper Limb Rehabilitation Using Virtual Reality in Children With Cerebral Palsy (RV-REEDUC)
NCT05368922 ·Status: COMPLETED ·Phase: NA
-
Effects of Physical Therapy on the Multisystems of Children With Cerebral Palsy: a Longitudinal Study
NCT05608954 ·Status: UNKNOWN