Sensorimotor Training for Injury Prevention in Collegiate Soccer Players II

March 23, 2020 updated by: Jennifer C. Reneker, University of Mississippi Medical Center
The purpose of this project is to evaluate the effectiveness of an injury prevention intervention delivered primarily using headset virtual reality for collegiate soccer players. The hypothesis is that measures of sensorimotor control will improve, injury incidence rate will decrease and on-field soccer performance will improve.

Study Overview

Status

Completed

Study Type

Interventional

Enrollment (Actual)

130

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

    • Mississippi
      • Jackson, Mississippi, United States, 39216
        • University of Mississippi Medical Center

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

18 years and older (Adult, Older Adult)

Accepts Healthy Volunteers

No

Genders Eligible for Study

All

Description

Inclusion Criteria:

  • Male and female athletes
  • 18 years of age or older
  • on the soccer roster who are eligible to play in the fall 2019 season at the participating institutions.

Exclusion Criteria:

  • Current diagnosis of concussion (i.e. a non-medically cleared concussion)
  • Current lower-extremity musculoskeletal injury,
  • Seizure disorder with photo sensitivity
  • Other medical diagnosis that will prevent participation in the intervention.

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: Prevention
  • Allocation: Non-Randomized
  • Interventional Model: Parallel Assignment
  • Masking: None (Open Label)

Arms and Interventions

Participant Group / Arm
Intervention / Treatment
Experimental: Virtual Reality Training (Experimental)
Participants will receive multi-modal sensorimotor training interventions, including activities training the vestibular system, oculomotor control and visual perception, neuromotor control and strengthening of the cervical spine, postural control/ balance exercises, and exercises integrating the use of multiple types of sensory information for controlled motor output, including speed and accuracy. Novel headset virtual reality (VR) games/activities; compliant balance surfaces; resistance bands/weight; and biofeedback devices will be utilized to deliver the training intervention. The exercises delivered at each intervention will be delivered in a group format, using a circuit of exercises that each athlete will complete in a session. Subsequent sessions will build upon previous sessions to work the sensorimotor control system in progressively more challenging and sport-specific scenarios. This present study will complete 12 sessions over 6 weeks.
Games/activities specifically developed to train the sensorimotor system in headset virtual reality + strengthening of the neck
Other Names:
  • Cervical strength training
No Intervention: No Virtual Reality Training (Control)
True control.

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Injury incidence rate
Time Frame: approximately 16 weeks
Traumatic injuries (concussion and leg injuries) across the 2019 soccer season/ number of countable athletic exposures
approximately 16 weeks
Game Performance
Time Frame: approximately 16 weeks
Game performance will be analyzed through video recording of the 2019 season's games and analysis of performance metrics (performed by InStat). Key performance indices (with higher scores reflecting better performance during game play) will be used as the metric of game performance.
approximately 16 weeks
Standing Balance
Time Frame: Pre to post-intervention (approximately 6 weeks)
Standing balance (as measured on the Sway balance app 0 - 100 scale)
Pre to post-intervention (approximately 6 weeks)
Reaction Time
Time Frame: Pre to post-intervention (approximately 6 weeks)
Reaction time (as measured on the Sway balance app) including impulse control; inspection time; and simple reaction time
Pre to post-intervention (approximately 6 weeks)
Oculomotor Control
Time Frame: Pre to post-intervention (approximately 6 weeks)
Accuracy and latency of saccadic eye movements and smooth pursuit eye movements in response to an object presented to the participant on a computer screen (as measured by the Tobii eye tracker)
Pre to post-intervention (approximately 6 weeks)
Near-Point Convergence
Time Frame: Pre to post-intervention (approximately 6 weeks)
Distance of point of near-binocular convergence (as measured in centimeters)
Pre to post-intervention (approximately 6 weeks)
Cranial Cervical Flexion Test
Time Frame: Pre to post-intervention (approximately 6 weeks)
Cranial-cervical flexion neuromotor control (as measured by performance on the Cranial Cervical Flexion Test, mmHg level of control with a 3 second hold on a biofeedback pressure cuff)
Pre to post-intervention (approximately 6 weeks)
Deep Neck Flexor Endurance Test
Time Frame: Pre to post-intervention (approximately 6 weeks)
Cranial Cervical flexion endurance (measured in seconds)
Pre to post-intervention (approximately 6 weeks)
Isometric Neck Strength
Time Frame: Pre to post-intervention (approximately 6 weeks)
Measured by a dynamometer in flexion, extension, rotation and side-bending, recorded as force produced in each direction
Pre to post-intervention (approximately 6 weeks)

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Score on Smooth Pursuit VR Game
Time Frame: Pre to post-intervention (approximately 6 weeks)
Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity for 60 seconds. Requires participant to follow a moving object with eyes while tracing manually. Accuracy of manual trace produces total score. Higher score = better performance.
Pre to post-intervention (approximately 6 weeks)
Score on Saccades VR Game
Time Frame: Pre to post-intervention (approximately 6 weeks)
Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity for 60 seconds. Requires participant to shift eyes to location of a presented visual stimulus and to activate the location with a manual control. Speed and accuracy of manual activation produces total score. Higher score = better performance.
Pre to post-intervention (approximately 6 weeks)
Score on Near Point Convergence VR Game
Time Frame: Pre to post-intervention (approximately 6 weeks)
Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity for 60 seconds. Requires participant to follow a moving object with eyes while tracing manually. Accuracy of manual trace produces total score. Higher score = better performance.
Pre to post-intervention (approximately 6 weeks)
Score on Joint Position Error VR Game
Time Frame: Pre to post-intervention (approximately 6 weeks)
Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity which is conducted according to the Clinical Joint Position Error Test. Accuracy of head relocation after 3 movements to the left, 3 to the right and 3 into extension produces total score. Higher score = better performance.
Pre to post-intervention (approximately 6 weeks)
Score on Cervical Neuromotor Control VR Game
Time Frame: Pre to post-intervention (approximately 6 weeks)

Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity for 60 seconds. Requires participant to use head and neck movement control to trace a maze. Score is based on accuracy and speed of maze trace.

Higher score = better performance.

Pre to post-intervention (approximately 6 weeks)
Score on Postural Control (Balance) VR Game
Time Frame: Pre to post-intervention (approximately 6 weeks)
Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity for 60 seconds. Requires participant to maintain standing balance while visual scene in VR is tilting left and right. Score is based on postural sway as recorded by headset sensors. Higher score = better performance.
Pre to post-intervention (approximately 6 weeks)
Score on Cervical Posture VR Game
Time Frame: Pre to post-intervention (approximately 6 weeks)
Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity. Requires participant to reproduce a chin-tucked position and hold for 5 seconds. Score is based on correct head alignment (as compared to starting position, measured by headset sensors) across 10 repetitions. Higher score = better performance.
Pre to post-intervention (approximately 6 weeks)
Score on Visual Figure VR Game
Time Frame: Pre to post-intervention (approximately 6 weeks)
Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity for 60 seconds. Requires participant to visually search a complex scene to find a hidden object. Score is based on the number of correct manual identifications of the hidden object. Higher score = better performance.
Pre to post-intervention (approximately 6 weeks)
Score on Peripheral Vision VR Game
Time Frame: Pre to post-intervention (approximately 6 weeks)
Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity for 60 seconds. Requires participant to focus on central object and use peripheral vision to identify the same object and indicate with a manual selection. Score is based on number of correct identifications. Higher score = better performance.
Pre to post-intervention (approximately 6 weeks)

Collaborators and Investigators

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

Investigators

  • Principal Investigator: Jennifer C Reneker, PT, PhD, University of Mississippi Medical Center

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 12, 2019

Primary Completion (Actual)

December 10, 2019

Study Completion (Actual)

December 10, 2019

Study Registration Dates

First Submitted

July 23, 2019

First Submitted That Met QC Criteria

July 25, 2019

First Posted (Actual)

July 30, 2019

Study Record Updates

Last Update Posted (Actual)

March 24, 2020

Last Update Submitted That Met QC Criteria

March 23, 2020

Last Verified

March 1, 2020

More Information

Terms related to this study

Plan for Individual participant data (IPD)

Plan to Share Individual Participant Data (IPD)?

NO

IPD Plan Description

I will have to obtain institutional approval prior to any data being shared externally. This has not been discussed.

Drug and device information, study documents

Studies a U.S. FDA-regulated drug product

No

Studies a U.S. FDA-regulated device product

No

product manufactured in and exported from the U.S.

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 Sport Injury

Clinical Trials on Virtual Reality Sensorimotor Training

Subscribe