- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT05673421
Comparison of Exergaming Training With Visual Feedback Training on Upper Limb Functions in Post Stroke Patients
Study Overview
Status
Conditions
Intervention / Treatment
Detailed Description
Stroke patients have various problems such weight. The loss of motion element involved on fine functions, and the above-mentioned problems can lead to decreased muscle cooperativity of the lower limbs while walking and may also result in an asymmetric gait due to imbalance in the ability to perform exercises. Recent studies on the treatment of stroke patients reported that approaches such as more intensive and repetitive training as compared to conventional general and passive intervention, training related to reality, intervention involving motivation and active participation and forced induction exercise, visual exercise feedback, purpose-oriented training, and task-oriented training are more effective in promoting function after stroke onset. Virtual reality (VR) is frequently used in different disease groups at the clinic for rehabilitation purposes. Xbox Kinect, Nintendo Wii, Sony PlayStation, and Cyber Glove are among the most commonly used VR applications in rehabilitation. Several studies reported that VR applications improved both upper and lower extremity functions and promoted independence in performing activities of daily living.
Games based on virtual reality for stroke rehabilitation are mainly focused on motor rehabilitation. Nevertheless, interest in the integration of cognitive and motor rehabilitation has grown. Research shows that the use of virtual reality-based games improves the range of motion as well as the memory and attention of stroke patients. Benefits of virtual reality games include diverse and intensive exercises, designing exercises tailored to patients' abilities, monitoring patients' progress, and boosting patients' motivation. Game-based virtual reality is an emerging technology in healthcare allowing users to interact with a dynamic 3D environment. Studies show that this technology is an effective, feasible and safe solution which makes rehabilitation more convenient. In addition, computer games increase motivation, satisfaction and involvement of patients.
Study Type
Enrollment (Anticipated)
Phase
- Not Applicable
Contacts and Locations
Study Contact
- Name: Misbah Ghous, MSNMPT
- Phone Number: 03345695456
- Email: misbah.ghous@riphah.edu.pk
Study Contact Backup
- Name: Hafsah Rashid, MS*
- Phone Number: 0332 7156366
- Email: hafsa.rashid211@gmail.com
Study Locations
-
-
Punjab
-
Rawalpindi, Punjab, Pakistan, 46000
- Recruiting
- Hafsa
-
Contact:
- Hafsa Rashid, MSNMPT*
- Phone Number: 03315165234
-
-
Participation Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Genders Eligible for Study
Description
Inclusion Criteria:
Both genders
- Subacute and chronic patients of stroke (> 4 weeks).
- Age: 40-70 years
- Able to follow verbal instructions related to the visual feedback training.
- MMSE score >21
- Modified Ashworth scale (MAS) level 1-3
- Brunnstrom stages 1-4
- Fugyl Meyer score limit for upper limb
Exclusion Criteria:
Patients with
- Cognitive and Visual impairments
- Psychological disorder
- History of other neurological disorders
- Pusher's syndrome
- Hemineglect
- Abnormal synergic pattern
- Rheumatoid arthritis or other hand impairments
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Other
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: Single
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
Experimental: Exergaming Training Group
VR game-assisted intervention will perform for 30-45 min, 5 sessions per week for a duration of 8 weeks.
|
VR game-assisted intervention will perform for 30-45 min, 5 sessions per week for a duration of 8 weeks
|
|
Active Comparator: Visual Feedback Training
During the visual feedback practices, patients will be seated or in a standing phase close to a table on which a mirror would be placed vertically.
The practice would be consisted of nonparetic-side shoulder, elbow, wrist and finger flexion, extension, abduction, adduction movements, task oriented activities like, unscrewing lid of jar ,card stacking, moving coins or marbles from one box to another, Folding towels and stacking them, picking glass, while patient will look into the mirror, -watching the image of their noninvolved hand, thus seeing the reflection of the hand movement projected over the involved hand.
After watching the practices on the uninvolved side, patient will be asked to try to do the same movements with the paretic limb while they will be moving the nonparetic limb.
Each activity will be performed for 4 min, with a 1 min preparation time between tasks.
|
During the visual feedback practices, patients will be seated or in a standing phase close to a table on which a mirror would be placed vertically.
The practice would be consisted of nonparetic-side shoulder, elbow, wrist and finger flexion, extension, abduction, adduction movements, task oriented activities like, unscrewing lid of jar ,card stacking, moving coins or marbles from one box to another, Folding towels and stacking them, picking glass, while patient will look into the mirror, -watching the image of their noninvolved hand, thus seeing the reflection of the hand movement projected over the involved hand.
After watching the practices on the uninvolved side, patient will be asked to try to do the same movements with the paretic limb while they will be moving the nonparetic limb.Each activity will be performed for 4 min, with a 1 min preparation time between tasks.
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Fugyl Meyer Assessment scale
Time Frame: 2 months
|
It is now widely used for clinical assessment of motor function. This is an impairment-based test with items organized by sequential recovery stages. Change from baseline and 2 months |
2 months
|
|
Box and block test
Time Frame: 2 months
|
The Box and Block Test (BBT) measures unilateral gross manual dexterity. It is a quick, simple and inexpensive test. It can be used with a wide range of populations, including clients with stroke. Change from baseline and 2 months |
2 months
|
|
wolf motor function test
Time Frame: 2 months
|
The Wolf Motor Function Test (WMFT) quantifies upper extremity movement ability through timed single- or multiple-joint motions and functional tasks. Change from baseline and 2 months |
2 months
|
Collaborators and Investigators
Sponsor
Investigators
- Principal Investigator: Misbah Ghous, MSNMPT, Riphah International University Islamabad
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Anticipated)
Study Completion (Anticipated)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Actual)
Study Record Updates
Last Update Posted (Estimate)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Keywords
Additional Relevant MeSH Terms
Other Study ID Numbers
- Hafsa Rashid
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
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.