Effect of Video-Based Games on Upper Extremity Function in Children With Hemiparetic Cerebral Palsy
NCT07421193 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 24
Last updated 2026-02-19
Summary
Aim:
The present study aimed to systematically evaluate the effects of video-based gaming on upper extremity motor function and activity participation in children with hemiparetic cerebral palsy (CP). Specifically, it investigated whether Microsoft Xbox Kinect games leveraging motion-detection technology, when added to conventional neurodevelopmental therapy (NGT), would provide additional benefits in motor skill development, independence in activities, social engagement, motivation, and treatment adherence compared to NGT alone.
Materials and Methods:
Twenty-four children aged 7-13 years with hemiparetic CP, classified as Level I-III on the Gross Motor Function Classification System (GMFCS) and Level 1-3 on the Manual Ability Classification System (MACS), were recruited. Participants were randomized into intervention (n=12) and control (n=12) groups. The control group received NGT four times per week (45-minute sessions) over a 12-week period. The intervention group received two NGT sessions and two Xbox Kinect gameplay sessions per week, each lasting 45 minutes, over the same duration.
Outcome measures included the Nine-Hole Peg Test (9HPT) to assess timed hand performance, the Duruöz Hand Index (DHI) to evaluate skill-based hand function, and the Assistance to Participation Scale (APS) to assess participation in daily activities. All assessments were conducted by a blinded expert physiotherapist at baseline and after the intervention period.
Conditions
- Cerebral Palsy
- Video Game
Interventions
- OTHER
-
neurodevelopmental treatment (NDT)
Neurodevelopmental Treatment Upper extremity rehabilitation based on the principles of neurodevelopmental treatment was designed to improve functional use of the upper extremity during daily activities such as dressing, writing, and feeding through the use of everyday objects.
- OTHER
-
Video-Based Gaming Training Using Microsoft Xbox
Video-Based Gaming Training Using Microsoft Xbox Participants in the study group received video-based gaming training using the Microsoft Xbox gaming console equipped with the Kinect motion-sensing system. Training sessions were conducted twice weekly for 45 minutes over a 12-week period. Each session included volleyball, table tennis, and bowling games, with each game played for 15 minutes. Participants performed the games in a comfortable position, either sitting or standing, depending on individual ability (Figure 2). The Kinect sensor captured full-body movements without the need for wearable markers, and the movements of the participants were mirrored in real time by a virtual avatar on the screen.
Sponsors & Collaborators
-
Pamukkale University
lead OTHER
Study Design
- Allocation
- RANDOMIZED
- Purpose
- TREATMENT
- Masking
- NONE
- Model
- PARALLEL
Eligibility
- Min Age
- 7 Years
- Max Age
- 13 Years
- Sex
- ALL
- Healthy Volunteers
- No
Timeline & Regulatory
- Start
- 2023-10-01
- Primary Completion
- 2025-03-01
- Completion
- 2025-05-01
Countries
- Turkey (Türkiye)
Study Locations
More Related Trials
-
Video Based Games Exercise Training in Individuals With Cerebral Palsy
NCT06073743 ·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
-
Changes in Motor and Cognitive Function on Unilateral Spastic Cerebral Palsy, Associated With Videogame Therapy
NCT05557305 ·Status: RECRUITING ·Phase: NA
-
Task-oriented Game Therapy Using Enhances Functions in Children With Cerebral Palsy.
NCT06071182 ·Status: COMPLETED ·Phase: NA
-
The Effect of Video-based Game Therapy on Treatment Intensity in Children With Cerebral Palsy
NCT03883815 ·Status: COMPLETED
-
Effectiveness of Modified Constraint-Induced Movement Therapy Delivered Via Telerehabilitation in Children With Unilateral Cerebral Palsy: A Prospective Randomized Controlled Trial
NCT07237490 ·Status: COMPLETED ·Phase: NA
-
Training Balance Control in Children With Cerebral Palsy Using Virtual Reality Games
NCT03219112 ·Status: COMPLETED ·Phase: NA
-
Is EMG-based Serious Games Effective in Improving Gait in Children With Cerebral Palsy ? Interest of Electromyography Feedback (EMG)
NCT03628261 ·Status: COMPLETED ·Phase: NA
-
Knee Neuromuscular Assessment in Children With Cerebral Palsy
NCT06667518 ·Status: COMPLETED
-
Comparative Effectiveness of a Kinect-based Unilateral Arm Training System vs Constraint-Induced Therapy for Children With Cerebral Palsy
NCT02808195 ·Status: COMPLETED ·Phase: NA
-
Development of Simulated Hippotherapy System and Investigation of Its Effectiveness in Children With Cerebral Palsy
NCT03889262 ·Status: UNKNOWN ·Phase: NA
-
The Relationship Between Upper Extremity Functionality, Trunk Control and Balance in Children With Cerebral Palsy
NCT06378723 ·Status: COMPLETED
-
Effect of Using an Object Handling Serious Game on Upper Limb Rehabilitation for Children with Neurological Disorders
NCT06866730 ·Status: RECRUITING ·Phase: NA
-
Effects of Virtual Reality on Cerebral Palsy
NCT04768374 ·Status: COMPLETED ·Phase: NA
-
Contralaterally Controlled FES for Hand Opening in Hemiplegic Cerebral Palsy
NCT02925455 ·Status: COMPLETED ·Phase: NA
-
Implementing Powered Mobility in Early Childhood Settings for Children With Cerebral Palsy
NCT07220590 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Is Kinesio Taping Treatment Effective in Children With Cerebral Palsy?
NCT03819205 ·Status: UNKNOWN ·Phase: NA
-
Video Game for Home-based Rehabilitation for Children With Hemiplegia
NCT04009031 ·Status: TERMINATED ·Phase: NA
-
Innovative Game-Aided Rehabilitation Platform for Rehabilitation of Balance in Children With Cerebral Palsy
NCT03873441 ·Status: UNKNOWN ·Phase: NA
-
The Effect of Dual Task on Manual Ability Performance in Children With Cerebral Palsy
NCT06295419 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Technology Assisted Rehabilitation in CP
NCT05408806 ·Status: UNKNOWN
-
Virtual Reality in Children With Cerebral Palsy
NCT02500433 ·Status: COMPLETED ·Phase: NA
-
Effect of Biofeedback-Enhanced Exergaming, Exergaming Alone, and Traditional Physical Therapy on Motor Function, Adherence, and Engagement in Children With Cerebral Palsy: A RCT
NCT07325981 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Effectiveness of Dual Task Exercise Training in Children With Cerebral Palsy
NCT05999617 ·Status: COMPLETED ·Phase: NA
-
Neuromuscular Electrical Stimulation and Leap Motion-Based Exercises in Cerebral Palsy
NCT07311018 ·Status: RECRUITING ·Phase: NA