Trials / Completed
CompletedNCT03386968
Virtual Reality and Active Video Games to Improve Balance in Children With Brain Injury
Use of Low-Cost Virtual Reality and Active Video Games to Improve Balance and Perceptual Skills in Children With Cerebral Palsy and Brain Injury
- Status
- Completed
- Phase
- N/A
- Study type
- Interventional
- Enrollment
- 4 (actual)
- Sponsor
- Blythedale Children's Hospital · Academic / Other
- Sex
- All
- Age
- 7 Years – 17 Years
- Healthy volunteers
- Not accepted
Summary
The purpose of this pilot feasibility study is to assess the feasibility of using the Playstation Xbox 360 and Rutgers V-step via a Kinect Sensor with active video game software as a part of a physical therapy intervention to improve obstacle negotiation, gait speed, and stair negotiation in ambulatory children with Cerebral Palsy (CP) hemiparesis or spastic diplegia, or non-progressive brain injury (BI). Children will be assessed using perceptual, balance, functional and gait assessments.
Conditions
Interventions
| Type | Name | Description |
|---|---|---|
| BEHAVIORAL | Active video gaming | Children will visit Blythedale for 8 sessions, one 45-session visit per week, in place of one of the child's typical physical therapy sessions. During each session, children will play a video game on the X-Box Kinect system, using the games "Kinect Adventures" and "Kinect Sports". The child will first play a "Kinect Adventures" game, which requires ambulating, ducking, and dodging one's way through an obstacle course. |
| BEHAVIORAL | Usual care physical therapy | Children will attend their usual care physical therapy appointments at Blythedale. |
Timeline
- Start date
- 2017-12-07
- Primary completion
- 2022-01-06
- Completion
- 2022-01-06
- First posted
- 2017-12-29
- Last updated
- 2022-01-10
Locations
1 site across 1 country: United States
Source: ClinicalTrials.gov record NCT03386968. Inclusion in this directory is not an endorsement.