Comparison Between Custom and Non-custom Serious Games Poststroke

NCT06463730 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 27

Last updated 2024-10-15

No results posted yet for this study

Summary

Serious games for rehabilitation are delivered through systems that are either customised or non-customised. Custom serious games allow for control of feedback, setting of game speed and difficulty, while non-custom games are less adaptable but provide attractive graphics and sounds. The study compared the activity intensity and user experience of persons after stroke while playing custom and non-custom virtual reality balance games that were both game- and self-paced.

Conditions

Interventions

BEHAVIORAL

Serious games

Custom games played using the Equio system, non-custom Wii Fit games played using the Nintendo Wii Balance Board

Sponsors & Collaborators

  • University Rehabilitation Institute, Republic of Slovenia

    lead OTHER

Principal Investigators

  • Urška Puh, PT, PhD · University Rehabilitation Institute, Republic of Slovenia

Study Design

Allocation
RANDOMIZED
Purpose
TREATMENT
Masking
NONE
Model
CROSSOVER

Eligibility

Min Age
18 Years
Max Age
70 Years
Sex
ALL
Healthy Volunteers
No

Timeline & Regulatory

Start
2024-04-19
Primary Completion
2024-07-30
Completion
2024-07-30

Countries

  • Slovenia

Study Locations

More Related Trials

Entities

Diseases

Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT06463730 on ClinicalTrials.gov