Trial Outcomes & Findings for Functional Viability Duck Duck Punch (NCT NCT03053492)

NCT ID: NCT03053492

Last Updated: 2020-08-03

Results Overview

33 item measure of upper extremity (UE) motor control impairment. Total scores were analyzed from 0/66 (indicating a severe impairment, no motor control) to 66/66 (indicating a mild impairment, with near normal motor control)

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

66 participants

Primary outcome timeframe

Change from baseline at post 6 weeks of intervention

Results posted on

2020-08-03

Participant Flow

Participant milestones

Participant milestones
Measure
Duck Duck Punch
Subjects in this arm will engage in Duck Duck Punch Play, a custom designed computer game developed for stroke rehabilitation for 6 weeks. Duck Duck Punch Play: The behavioral intervention will include playing a hands-free video game custom designed for stroke survivors.
Commercially Available Game
Subjects in this arm will engage in a Commercially Available Game Play off-the-shelf computer game for 6 weeks. Commercially Available Game Play: The behavioral intervention will include playing a hands-free video game available off-the-shelf.
Overall Study
STARTED
33
33
Overall Study
COMPLETED
25
27
Overall Study
NOT COMPLETED
8
6

Reasons for withdrawal

Reasons for withdrawal
Measure
Duck Duck Punch
Subjects in this arm will engage in Duck Duck Punch Play, a custom designed computer game developed for stroke rehabilitation for 6 weeks. Duck Duck Punch Play: The behavioral intervention will include playing a hands-free video game custom designed for stroke survivors.
Commercially Available Game
Subjects in this arm will engage in a Commercially Available Game Play off-the-shelf computer game for 6 weeks. Commercially Available Game Play: The behavioral intervention will include playing a hands-free video game available off-the-shelf.
Overall Study
Adverse Event
1
1
Overall Study
Withdrawal by Subject
7
5

Baseline Characteristics

Functional Viability Duck Duck Punch

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
Duck Duck Punch
n=33 Participants
Subjects in this arm will engage in Duck Duck Punch Play, a custom designed computer game developed for stroke rehabilitation for 6 weeks. Duck Duck Punch Play: The behavioral intervention will include playing a hands-free video game custom designed for stroke survivors.
Commercially Available Game
n=33 Participants
Subjects in this arm will engage in a Commercially Available Game Play off-the-shelf computer game for 6 weeks. Commercially Available Game Play: The behavioral intervention will include playing a hands-free video game available off-the-shelf.
Total
n=66 Participants
Total of all reporting groups
Age, Categorical
<=18 years
0 Participants
n=99 Participants
0 Participants
n=107 Participants
0 Participants
n=206 Participants
Age, Categorical
Between 18 and 65 years
21 Participants
n=99 Participants
24 Participants
n=107 Participants
45 Participants
n=206 Participants
Age, Categorical
>=65 years
12 Participants
n=99 Participants
9 Participants
n=107 Participants
21 Participants
n=206 Participants
Age, Continuous
63.45 years
STANDARD_DEVIATION 12.33 • n=99 Participants
58.24 years
STANDARD_DEVIATION 10.91 • n=107 Participants
60.85 years
STANDARD_DEVIATION 11.85 • n=206 Participants
Sex: Female, Male
Female
16 Participants
n=99 Participants
15 Participants
n=107 Participants
31 Participants
n=206 Participants
Sex: Female, Male
Male
17 Participants
n=99 Participants
18 Participants
n=107 Participants
35 Participants
n=206 Participants
Ethnicity (NIH/OMB)
Hispanic or Latino
0 Participants
n=99 Participants
1 Participants
n=107 Participants
1 Participants
n=206 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
33 Participants
n=99 Participants
32 Participants
n=107 Participants
65 Participants
n=206 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants
n=99 Participants
0 Participants
n=107 Participants
0 Participants
n=206 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants
n=99 Participants
0 Participants
n=107 Participants
0 Participants
n=206 Participants
Race (NIH/OMB)
Asian
0 Participants
n=99 Participants
0 Participants
n=107 Participants
0 Participants
n=206 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
n=99 Participants
0 Participants
n=107 Participants
0 Participants
n=206 Participants
Race (NIH/OMB)
Black or African American
13 Participants
n=99 Participants
17 Participants
n=107 Participants
30 Participants
n=206 Participants
Race (NIH/OMB)
White
20 Participants
n=99 Participants
13 Participants
n=107 Participants
33 Participants
n=206 Participants
Race (NIH/OMB)
More than one race
0 Participants
n=99 Participants
2 Participants
n=107 Participants
2 Participants
n=206 Participants
Race (NIH/OMB)
Unknown or Not Reported
0 Participants
n=99 Participants
1 Participants
n=107 Participants
1 Participants
n=206 Participants
Region of Enrollment
United States
33 participants
n=99 Participants
33 participants
n=107 Participants
66 participants
n=206 Participants

PRIMARY outcome

Timeframe: Change from baseline at post 6 weeks of intervention

33 item measure of upper extremity (UE) motor control impairment. Total scores were analyzed from 0/66 (indicating a severe impairment, no motor control) to 66/66 (indicating a mild impairment, with near normal motor control)

Outcome measures

Outcome measures
Measure
Duck Duck Punch
n=33 Participants
Subjects in this arm will engage in Duck Duck Punch Play, a custom designed computer game developed for stroke rehabilitation for 6 weeks. Duck Duck Punch Play: The behavioral intervention will include playing a hands-free video game custom designed for stroke survivors.
Commercially Available Game
n=33 Participants
Subjects in this arm will engage in a Commercially Available Game Play off-the-shelf computer game for 6 weeks. Commercially Available Game Play: The behavioral intervention will include playing a hands-free video game available off-the-shelf.
Fugl-Meyer Upper Extremity Assessment (FMA-UE)
0.13 Units on a scale
Standard Deviation 0.03
0.12 Units on a scale
Standard Deviation 0.04

SECONDARY outcome

Timeframe: Change from baseline at post 6 weeks of intervention

The Wolf Motor Function Test contains 15 items, each of which measure upper extremity functional ability by recording the time (seconds) required to accomplish the task. High functional ability is evident in quicker performance times near 0 seconds. Low functional ability is evident in slower performance times near 120 seconds. The assessment is scored by recording the time to perform each of the 15 items (0 seconds to 120 seconds per item), then the average item performance time is calculated. A small average item performance time (near 0 seconds) indicates higher functional ability and thus a better outcome. A large average item performance time (near 120 seconds) indicates less functional ability and thus a poorer outcome.

Outcome measures

Outcome measures
Measure
Duck Duck Punch
n=33 Participants
Subjects in this arm will engage in Duck Duck Punch Play, a custom designed computer game developed for stroke rehabilitation for 6 weeks. Duck Duck Punch Play: The behavioral intervention will include playing a hands-free video game custom designed for stroke survivors.
Commercially Available Game
n=33 Participants
Subjects in this arm will engage in a Commercially Available Game Play off-the-shelf computer game for 6 weeks. Commercially Available Game Play: The behavioral intervention will include playing a hands-free video game available off-the-shelf.
Wolf Motor Function Test (WMFT)
0.12 Time (seconds)
Standard Deviation 0.10
-0.5 Time (seconds)
Standard Deviation 0.14

SECONDARY outcome

Timeframe: Change from baseline at post 6 weeks of intervention

Shoulder flexion-elbow extension interjoint coordination. Correlation between the shoulder flexion and elbow extension joint angles during a forward reach movement. Values range from -1 (indicating an abnormal flexor synergy pattern, i.e. higher impairment) to 1 (indicating movement similar to a healthy individual, i.e. lower impairment).

Outcome measures

Outcome measures
Measure
Duck Duck Punch
n=33 Participants
Subjects in this arm will engage in Duck Duck Punch Play, a custom designed computer game developed for stroke rehabilitation for 6 weeks. Duck Duck Punch Play: The behavioral intervention will include playing a hands-free video game custom designed for stroke survivors.
Commercially Available Game
n=33 Participants
Subjects in this arm will engage in a Commercially Available Game Play off-the-shelf computer game for 6 weeks. Commercially Available Game Play: The behavioral intervention will include playing a hands-free video game available off-the-shelf.
Kinematic Variable; Shoulder Flexion-elbow Extension Interjoint Coordination
-0.02 Units on a scale
Standard Deviation 0.20
-0.01 Units on a scale
Standard Deviation 0.18

SECONDARY outcome

Timeframe: Change from baseline at post 6 weeks of intervention

Displacement of the upper trunk marker during reaching task

Outcome measures

Outcome measures
Measure
Duck Duck Punch
n=33 Participants
Subjects in this arm will engage in Duck Duck Punch Play, a custom designed computer game developed for stroke rehabilitation for 6 weeks. Duck Duck Punch Play: The behavioral intervention will include playing a hands-free video game custom designed for stroke survivors.
Commercially Available Game
n=33 Participants
Subjects in this arm will engage in a Commercially Available Game Play off-the-shelf computer game for 6 weeks. Commercially Available Game Play: The behavioral intervention will include playing a hands-free video game available off-the-shelf.
Kinematic Variable; Trunk Displacement
13.89 mm
Standard Deviation 38.84
-6.02 mm
Standard Deviation 23.73

Adverse Events

Duck Duck Punch

Serious events: 0 serious events
Other events: 1 other events
Deaths: 0 deaths

Commercially Available Game

Serious events: 0 serious events
Other events: 1 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Other adverse events
Measure
Duck Duck Punch
n=33 participants at risk
Subjects in this arm will engage in Duck Duck Punch Play, a custom designed computer game developed for stroke rehabilitation for 6 weeks. Duck Duck Punch Play: The behavioral intervention will include playing a hands-free video game custom designed for stroke survivors.
Commercially Available Game
n=33 participants at risk
Subjects in this arm will engage in a Commercially Available Game Play off-the-shelf computer game for 6 weeks. Commercially Available Game Play: The behavioral intervention will include playing a hands-free video game available off-the-shelf.
Musculoskeletal and connective tissue disorders
Fall Unrelated to Study
0.00%
0/33 • Adverse event data were collected throughout the duration of the study a total of 1 year, and 11 months.
3.0%
1/33 • Number of events 1 • Adverse event data were collected throughout the duration of the study a total of 1 year, and 11 months.
Respiratory, thoracic and mediastinal disorders
Visit to ER Unrelated to Study
3.0%
1/33 • Number of events 1 • Adverse event data were collected throughout the duration of the study a total of 1 year, and 11 months.
0.00%
0/33 • Adverse event data were collected throughout the duration of the study a total of 1 year, and 11 months.

Additional Information

Michelle Woodbury

Medical University of South Carolina

Phone: 843-792-1671

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place