Effects of Virtual Reality on Cerebral Palsy
NCT04768374 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 83
Last updated 2021-02-24
Summary
Virtual reality (VR), is one of the most popular approaches to Cerebral Palsy (CP) rehabilitation and has been used in rehabilitation field for 30 years. VR is provided via a computer or a game console, and players interact with real-like objects . Using a VR interface as a rehabilitation tool increases the fun received by the client which, in turn, increases the participation of the client to the rehabilitation sessions.
This is a study that focused on long-term effects of Virtual reality (VR) intervention on motor skills and activities of daily living (ADL) independence of children with CP.
Conditions
- Cerebral Palsy
Interventions
- OTHER
-
Virtual Reality with Kinect
In the study it was conducted a 12 week-intensive VR intervention (twice a week, 45 minutes each) and compared the results in the 12th week to investigate the effects of rehabilitation and follow-up assessments were made in the 16th and 24th weeks. From the beginning of the VR intervention, each game was played in equal durations by each participant. However, the difficulty of the games varied depending on the child's performance. Microsoft Kinect Games-Carnival Games was used as VR intervention. In meeting held with the authors to determine which games would be used in the VR program, 5 games were chosen and the remaining games were removed from the program because of their similar contents.
- OTHER
-
Conventional Occupational Therapy (COT)
The COT based on neurodevelopmental treatment was carried out by the same occupational therapist. The treatment goals aimed at increasing the use of participant's extremities and improving the independence in ADL. The activities in the treatment were chosen in view of children's motor skills and daily living activities such as getting dressed, solving puzzles, and writing etc. Both groups received COT while the control group received COT only for 12 weeks.
Sponsors & Collaborators
-
Uskudar University
collaborator OTHER -
Hacettepe University
lead OTHER
Study Design
- Allocation
- RANDOMIZED
- Purpose
- TREATMENT
- Masking
- SINGLE
- Model
- PARALLEL
Eligibility
- Min Age
- 7 Years
- Max Age
- 12 Years
- Sex
- ALL
- Healthy Volunteers
- No
Timeline & Regulatory
- Start
- 2020-01-05
- Primary Completion
- 2020-03-15
- Completion
- 2020-03-20
Countries
- Turkey (Türkiye)
Study Locations
More Related Trials
-
Virtual Reality in Children With Cerebral Palsy
NCT02500433 ·Status: COMPLETED ·Phase: NA
-
Technology Assisted Rehabilitation in CP
NCT05408806 ·Status: UNKNOWN
-
Video-game Based Therapy in Cerebral Palsy
NCT05846542 ·Status: COMPLETED ·Phase: NA
-
Effectiveness of Virtual Reality on Functional Mobility During Treadmill Training in Children With Cerebral Palsy
NCT05131724 ·Status: UNKNOWN ·Phase: NA
-
Video-Based Games for Upper Limb Rehabilitation in Cerebral Palsy
NCT03622970 ·Status: COMPLETED ·Phase: NA
-
Different Virtual Reality Devices in People With Cerebral Palsy
NCT03352440 ·Status: COMPLETED ·Phase: NA
-
Virtual Reality Versus Mirror Therapy on Balance and Muscle Strength in Children With Hemiplegic Cerebral Palsy
NCT05331703 ·Status: UNKNOWN ·Phase: NA
-
Role of Virtual Reality in Hand Rehabilitation for Children With Cerebral Palsy
NCT04954144 ·Status: COMPLETED ·Phase: NA
-
Effectiveness of Wearable Trackers and Telerehabilitation in Cerebral Palsy
NCT06800014 ·Status: COMPLETED ·Phase: NA
-
VIRTUAL REALITY TECHNOLOGY FOR CEREBRAL PALSY
NCT05872217 ·Status: UNKNOWN ·Phase: NA
-
Training Balance Control in Children With Cerebral Palsy Using Virtual Reality Games
NCT03219112 ·Status: COMPLETED ·Phase: NA
-
Virtual Reality With Mirror Therapy on Upper Limb Function
NCT06728475 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Virtual Reality in Children With Hemiparesis
NCT04679779 ·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
-
Virtual Reality and Active Video Games to Improve Balance in Children With Brain Injury
NCT03386968 ·Status: COMPLETED ·Phase: NA
-
Video Based Games Exercise Training in Individuals With Cerebral Palsy
NCT06073743 ·Status: COMPLETED ·Phase: NA
-
Intensive Video-Based Game Therapy Applications in Cerebral Palsy
NCT06821815 ·Status: COMPLETED ·Phase: NA
-
The Effect of Virtual Reality Application on Independence and Hand Functions in Daily Life in Children With CP
NCT06317935 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Effects of Virtual Reality Versus Motor Imagery in Children With Cerebral Palsy
NCT06303440 ·Status: COMPLETED ·Phase: NA
-
Movement Characterization in Spastic/Dystonic Cerebral Palsy Using Haptic Feedback in Virtual Reality
NCT03744884 ·Status: UNKNOWN ·Phase: NA
-
Effects of Action Observation Therapy and Video-Based Play Therapy on Children With Unilateral Cerebral Palsy
NCT05327179 ·Status: UNKNOWN ·Phase: NA
-
Effect Of Virtual Reality On Strength and Coordination in Cerebral Palsy
NCT06520644 ·Status: COMPLETED ·Phase: NA
-
The Effects of Virtual Reality on Upper Extremity Function in Hemiplegic Cerebral Palsy
NCT02841319 ·Status: UNKNOWN ·Phase: NA
-
Using Augmented Reality to Promote Physical Activity in Children With Cerebral Palsy
NCT06096272 ·Status: RECRUITING ·Phase: NA
-
Telehealth Virtual Reality Gaming on Cardiometabolic Health Among Youth With Cerebral Palsy
NCT05336227 ·Status: COMPLETED ·Phase: PHASE1