Immersive Versus Passive Virtual Reality on Upper Limb Pain and Range of Motion in Pediatric Burn
NCT06612892 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 60
Last updated 2024-09-25
Summary
The purpose of the present study was to declare the difference between using immersive virtual reality vs passive virtual reality on pain management and improvement of ROM post physiotherapy exercise and mobilization sessions in pediatric burn patients.
Conditions
- Virtual Reality
- Immersive Virtual Reality
- Pediatric Burn
- Passive Virtual Reality
Interventions
- DEVICE
-
Virtual reality games in immersive VR modality
virtual reality involved three characters: a muscular boxer, a superhero, and a rock climber, with patients performing tasks in standing or sitting. Each experience takes 6 minutes, with 5-minute intervals between. Experimenters will instruct users on hand controls and virtual body observation.
- DEVICE
-
Virtual reality show in passive VR modality:
In this modality the patient was asked to have a comfortable seat wearing the head set without holding the controllers , the therapist will play a relaxing show as a nature view or colorful scene as a sort of relaxation and mind distraction for around 20 minutes while asking the patient to perform upper limb muscle ROM exercise in active or active assisted form.
- OTHER
-
traditional physiotherapy
Includes stretching exercise for upper limb muscles affected by burn, scar tissue release , and splinting technique.
Sponsors & Collaborators
-
Cairo University
lead OTHER
Study Design
- Allocation
- RANDOMIZED
- Purpose
- TREATMENT
- Masking
- SINGLE
- Model
- PARALLEL
Eligibility
- Min Age
- 7 Years
- Max Age
- 17 Years
- Sex
- ALL
- Healthy Volunteers
- No
Timeline & Regulatory
- Start
- 2024-03-10
- Primary Completion
- 2024-06-10
- Completion
- 2024-09-10
Countries
- Egypt
Study Locations
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