Clinical Trials Directory

Trials / Completed

CompletedNCT07183943

VR Gaming Based PNF on Spatiotemporal Parameters in Upper Limb Burned Patients

Visual Reality Gaming Based Proprioceptive Neuromuscular Facilitation on Spatiotemporal Parameters in Upper Limb Burned Patients

Status
Completed
Phase
N/A
Study type
Interventional
Enrollment
150 (actual)
Sponsor
MTI University · Academic / Other
Sex
All
Age
18 Years – 65 Years
Healthy volunteers
Not accepted

Summary

Burn injuries are among the most severe forms of trauma, often leading to significant physical and psychological challenges. The rehabilitation process for burn patients, particularly those with upper limb injuries, is complex due to the need for restoring functional movement and reducing scar contracture. Traditional rehabilitation methods focus on restoring range of motion, muscle strength, and coordination. However, these approaches can be limited in engaging patients and maintaining their motivation throughout the recovery process.

Detailed description

Upper limb burn injury (ULBI) often leads to significant dysfunction . Severe pain, limited range of motion in the joint and kinesiophobia may affect upper limb functionality and activities of daily living in the acute term of injury . Increased pain and limitations in range of motion and function of the upper limb may cause deterioration in reciprocal arm swing which plays a substantial role in gait pattern by contributing to the co-ordination of the trunk, pelvis and leg movements, reducing energy expenditure and improving gait stability and balance. Proprioceptive Neuromuscular Facilitation (PNF) is a therapeutic exercise technique used to enhance both passive and active range of motion with the aim of improving neuromuscular control and coordination. By integrating PNF with innovative technologies such as Virtual Reality (VR) gaming systems, rehabilitation can be transformed into an engaging and immersive experience. VR provides a unique environment that can simulate real-life scenarios, offering a controlled yet dynamic setting that encourages active participation and motivation.

Conditions

Interventions

TypeNameDescription
OTHERProprioceptive neuromuscular facilitation (PNF)Training was performed in different positions (decubitus, sitting, and standing) according to the specific exercise. the participants performed 10 minutes of diagonal scapula exercises (anterior and posterior elevation) and 30 minutes of upper limb diagonals (Flexion-Abduction-External Rotation and Extension-Abduction-Internal Rotation), including the 5 initial minutes of stretching.
OTHERVisual reality (VR)The site of the intervention was a 20-square-meter room equipped with a multimedia projector, which projected the image on the wall at a height of 1 m and 20 cm. A professional physical therapist supervised the treatment continuously, and every participant received prior instructions on the conduct of the games. The therapeutic protocol included 4 electronic games: Balance Bubble Plus, Rhythm Parade, Tennis, and Box.
OTHERPNF and VRThe total duration of the sessions remained consistent. The participants performed 5 minutes of scapula diagonals and 15 minutes of upper limb diagonals in the weekly session. The games for the PNF/VR group were the same as those for the VR group, except for their duration. Whereas they were performed for 20 minutes each in the VR group, the session including 5 minutes of stretching.

Timeline

Start date
2025-10-01
Primary completion
2026-01-01
Completion
2026-01-05
First posted
2025-09-19
Last updated
2026-01-13

Locations

1 site across 1 country: Egypt

Source: ClinicalTrials.gov record NCT07183943. Inclusion in this directory is not an endorsement.