Virtual Reality, Mood, and Sedentary Behaviour After Stroke

December 1, 2022 updated by: Brodie Sakakibara, University of British Columbia
The purpose of this study is to: 1) evaluate the feasibility (e.g. recruitment and retention, administrative and participant burden) of a VR program to improve mood and sedentary behaviour in inpatient stroke survivors; and 2) develop an understanding of the effects of VR on mood and sedentary behaviours among inpatient stroke survivors.

Study Overview

Detailed Description

It is common for individuals who have had a stroke to have deficits in motor and sensory function, communication, and cognition. These deficits pose serious barriers for stroke survivors to effectively manage their health and well-being over time, and has contributed to excessive amounts of sedentary time beginning in inpatient rehabilitation, and continuing post-discharge.

Sedentary behaviours are associated with various health risks. Lying down, sitting for prolonged periods of time, or any other activity with an energy expenditure of ≤1.5 metabolic equivalent units are associated with an increased incident of chronic diseases, as well as with reduced physical function, and increased symptoms of depression and frailty. Moreover, sedentary behaviours are associated with all-cause mortality, with each additional hour spent sedentary increasing mortality risk. Thus, efforts to reduce sedentary time as inpatients may be a promising therapeutic intervention to improve longer term health outcomes of stroke survivors.

Issues with mood after stroke are common. After stroke, depression and depressive symptoms are common occurrences with as many as 28% experiencing depressive disorders or symptoms one month post-stroke, and 36% between two and five months. Similarly, anxiety symptoms and psychological stress are prevalent issues, with 23% reporting anxiety within five months post stroke, and 25% experiencing psychological stress. Not only are these issues associated with reduced quality of life, poorer functional outcomes after rehabilitation, increased healthcare use, and mortality, these psychological factors have also been shown to be associated with sedentary behaviour. It is therefore plausible that decreases in sedentary behaviours may be achieved via mood improvements.

Virtual reality (VR) has garnered substantial attention as a cost-effective treatment approach in stroke rehabilitation, particularly as a means to supplement existing therapy. While the use of VR in stroke rehabilitation has resulted in positive outcomes, the outcomes studied have primarily focused on physical and functional rehabilitation. Despite evidence that VR is emerging as a method to address issues with mood, the use of VR to improve mood among inpatient stroke survivors has yet to be studied.

Objectives: In this research, the investigators will: 1) evaluate the feasibility (e.g. recruitment and retention, administrative and participant burden) of a VR program to improve mood and sedentary behaviour in inpatient stroke survivors; and 2) develop an understanding of the effects of VR on mood and sedentary behaviours among inpatient stroke survivors.

Hypotheses: The investigators expect the protocol will demonstrate sufficient feasibility to support a subsequent larger randomized controlled trial (RCT). The investigators also hypothesize that the VR program will improve the primary endpoints, measures of mood, in people with stroke receiving inpatient rehabilitation, and that such improvements will reduce sedentary behaviour.

This 1-year feasibility study will use a parallel group, single-blinded (tester), randomized controlled trial that will be registered and adhere to the CONSORT guidelines. Eligible participants will be randomly assigned (1:1) to either: 1) Intervention: 3 times per week to discharge of VR-gaming; or 2) Control: usual care.

Study Type

Interventional

Enrollment (Actual)

28

Phase

  • Not Applicable

Contacts and Locations

This section provides the contact details for those conducting the study, and information on where this study is being conducted.

Study Locations

    • British Columbia
      • Kelowna, British Columbia, Canada, V1Y 1T2
        • Kelowna General Hospital

Participation Criteria

Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.

Eligibility Criteria

Ages Eligible for Study

19 years and older (ADULT, OLDER_ADULT)

Accepts Healthy Volunteers

No

Genders Eligible for Study

All

Description

Inclusion Criteria:

  • Have had a stroke (confirmed by CT scan or MRI); are an inpatient receiving stroke rehabilitation for an expected length of stay of 14 days or longer; are at least 19 years of age or older; are able to provide informed consent; have clearance from a physician to participate in the study; are able to understand English.

Exclusion Criteria:

  • Have a visual or hearing impairment; have a planned surgical intervention; are not medically stable; have a significant musculoskeletal or other neurological condition; severe aphasia.

Study Plan

This section provides details of the study plan, including how the study is designed and what the study is measuring.

How is the study designed?

Design Details

  • Primary Purpose: TREATMENT
  • Allocation: RANDOMIZED
  • Interventional Model: PARALLEL
  • Masking: SINGLE

Arms and Interventions

Participant Group / Arm
Intervention / Treatment
EXPERIMENTAL: VR Group
Receives the VR protocol
Participants in the VR-gaming program will receive three 20-30 minutes sessions of VR-gaming per week for the duration of their inpatient stay. Participants will select VR games/program in categories of: Relaxation; Leisure sport and activities; or Action/adventure. The VR-gaming program will be implemented one-on-one, face-to-face by a clinician using the commercially-available Oculus Go system.
NO_INTERVENTION: Control Group
Receives regular care

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Depressive symptoms
Time Frame: Rehabilitation discharge (generally 4-6 weeks)
The 7-item Depression scale in the Hospital Anxiety and Depression Scale; total sub scale scores range from 0 to 21; higher values indicate more depressive symptoms
Rehabilitation discharge (generally 4-6 weeks)

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Anxiety symptoms
Time Frame: Rehabilitation discharge (generally 4-6 weeks)
The 7-item Anxiety scale in the Hospital Anxiety and Depression Scale; total sub scale scores range from 0 to 21; higher values indicate more anxiety symptoms
Rehabilitation discharge (generally 4-6 weeks)
Stress
Time Frame: Rehabilitation discharge (generally 4-6 weeks)
10-item Perceived Stress Scale; total scores range from 0 to 40; higher values indicate higher perceived stress
Rehabilitation discharge (generally 4-6 weeks)
Motivation
Time Frame: Rehabilitation discharge (generally 4-6 weeks)
16-item Situational Motivation Scale, including 4 sub scales: 4-item Instrinsic motivation; 4-item Identified regulation; 4-item External motivation; 4-item Amotivation; Mean sub scale scores are derived, ranging from 1 to 7; higher values indicate higher motivation for each sub scale
Rehabilitation discharge (generally 4-6 weeks)
Happiness
Time Frame: Rehabilitation discharge (generally 4-6 weeks)
4-item Subjective Happiness Scale; Mean scores range from 1 to 7; higher values indicate higher happiness
Rehabilitation discharge (generally 4-6 weeks)
Stroke severity (functional disability)
Time Frame: Rehabilitation discharge (generally 4-6 weeks)
6-category Modified Ranking Scale; individuals are categorized into one of six categories, ranging from 'no disability = 0' to 'severe disability = 5'. A higher category ranking is indicative of greater disability
Rehabilitation discharge (generally 4-6 weeks)
Sedentary time
Time Frame: Rehabilitation discharge (generally 4-6 weeks)
7-item Measure of Older Adults' Sedentary Time; for each item (i.e., sedentary behaviour (e.g., watching tv)), participants estimate the amount of time in that activity in hours and minutes for the past week; total time is summed for an estimated sedentary behaviour for the past week
Rehabilitation discharge (generally 4-6 weeks)

Other Outcome Measures

Outcome Measure
Measure Description
Time Frame
Feasibility indicator - recruitment rate
Time Frame: Rehabilitation discharge (generally 4-6 weeks)
Number of participants recruited per week
Rehabilitation discharge (generally 4-6 weeks)
Feasibility indicator - retention rate
Time Frame: Rehabilitation discharge (generally 4-6 weeks)
Number of participants that complete the study, relative to the number that started the study
Rehabilitation discharge (generally 4-6 weeks)
Feasibility indicator - perceived benefit of the VR Training Program,
Time Frame: Rehabilitation discharge (generally 4-6 weeks)
17-item study specific Satisfaction survey; Mean scores range from 1 to 5; Higher scores indicate greater satisfaction
Rehabilitation discharge (generally 4-6 weeks)
Feasibility indicators - treatment fidelity
Time Frame: Rehabilitation discharge (generally 4-6 weeks)
Percentage of participants that participate in ALL VR Training sessions
Rehabilitation discharge (generally 4-6 weeks)
Feasibility indicators - participant and tester burden
Time Frame: Rehabilitation discharge (generally 4-6 weeks)
Percentage of participants that complete a data collection session in 60 minutes or less
Rehabilitation discharge (generally 4-6 weeks)
Feasibility indicators - trainer burden
Time Frame: Rehabilitation discharge (generally 4-6 weeks)
Time spent administering each VR session
Rehabilitation discharge (generally 4-6 weeks)
Feasibility indicators - ease of using equipment
Time Frame: Rehabilitation discharge (generally 4-6 weeks)
Downtime due to technical difficulties
Rehabilitation discharge (generally 4-6 weeks)
Feasibility indicators - safety
Time Frame: Rehabilitation discharge (generally 4-6 weeks)
Number of adverse events due to the VR Training program
Rehabilitation discharge (generally 4-6 weeks)

Collaborators and Investigators

This is where you will find people and organizations involved with this study.

Investigators

  • Principal Investigator: Brodie Sakakibara, University of British Columbia

Publications and helpful links

The person responsible for entering information about the study voluntarily provides these publications. These may be about anything related to the study.

Study record dates

These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.

Study Major Dates

Study Start (ACTUAL)

August 21, 2019

Primary Completion (ACTUAL)

April 30, 2022

Study Completion (ACTUAL)

April 30, 2022

Study Registration Dates

First Submitted

July 3, 2019

First Submitted That Met QC Criteria

July 5, 2019

First Posted (ACTUAL)

July 8, 2019

Study Record Updates

Last Update Posted (ACTUAL)

December 5, 2022

Last Update Submitted That Met QC Criteria

December 1, 2022

Last Verified

December 1, 2022

More Information

Terms related to this study

Drug and device information, study documents

Studies a U.S. FDA-regulated drug product

No

Studies a U.S. FDA-regulated device product

No

This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.

Clinical Trials on Stroke

Clinical Trials on Virtual reality gaming program (VR-gaming program)

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