Intensive Video-Based Game Therapy Applications in Cerebral Palsy

February 18, 2026 updated by: Ahmet Emir, Medipol University

The Effect of Intensive Video-Based Game Therapy Applications on Motor Skills, Daily Living Activities and Participation in Cerebral Palsy

This study investigates the effectiveness of intensive video game-based rehabilitation and intensive bimanual activity-based therapy for improving motor skills and daily living activities in individuals with spastic cerebral palsy (CP). Given the importance of high-frequency, short-duration interventions in CP rehabilitation, the research compares these two approaches while ensuring participants receive no additional therapy during the study.

Twenty children (ages 4-18) with GMFCS levels 1-2 and MACS levels 1-3 will be randomly assigned to one of the two groups. The video game-based group will complete 28 structured sessions over two weeks, including 20 individual sessions and 8 group sessions. The control group will follow an identical schedule using bimanual goal-oriented activities. Assessments will be conducted before, after, and three months post-intervention using validated motor and functional performance measures.

By standardizing task contents between groups, the study aims to provide objective results and contribute to CP rehabilitation by identifying an effective, time-efficient, and cost-effective therapy option using exergames and serious games.

Study Overview

Detailed Description

Cerebral Palsy (CP) is the most common physical disability observed in childhood. Due to the motor function losses observed in individuals with CP, their participation in activities is restricted. Rehabilitation approaches applied to develop motor skills and functional independence in individuals with CP are currently implemented with a target-oriented approach based on motor learning. In this context, video game-based rehabilitation programs are also frequently applied today. The principles of implementation, therapy durations, and session frequencies of motor learning-based rehabilitation approaches in CP rehabilitation vary in the literature. Most application methods are applied over a long period. However, nowadays, it is important to apply these therapy practices for a shorter duration but with high session frequency and intensity to achieve motor skill and functional independence goals in a shorter time.In light of this information, the study aims to investigate the effectiveness of an intensive video game-based rehabilitation program and an intensive bimanual activity-based therapy program for motor skills and daily living activities in individuals with CP. Applying video game-based rehabilitation programs in an intensive format to achieve the targeted functional improvements in upper extremity functions and motor skills in a short time and comparing the effectiveness of this approach with another intensive therapy program, while ensuring that the groups do not receive any other rehabilitation approach during the application period, makes our study unique. The study will include 20 children diagnosed with spastic cerebral palsy, aged 4-18, with Gross Motor Function Classification System (GMFCS) levels 1-2, Manual Ability Classification System (MACS) levels 1-3, who can follow given visual and verbal commands, Communication Function Classification System (CFCS) levels 1-2, Visual Function Classification System (VFCS) levels 1-2, who continue the program within the specified times, and who agree not to receive any therapy other than the one assigned randomly to their group during the study and sign the consent form. In the study, before, after, and 3 months after the 2-week rehabilitation program, assessments will be made using a demographic form, Gross Motor Function Measure-88 (GMFM-88), Canadian Occupational Performance Measure (COPM), Pediatric Evaluation of Disability Inventory Computer Adaptive Test (PEDI-CAT), Box & Block Test, Upper Extremity Selective Motor Control Scale (SCUES), and Becure Balance System. The study group will receive a total of 28 sessions of intensive and structured video game-based rehabilitation, consisting of 20 individual sessions (5 days a week, 2 sessions per day, each session lasting 30-45 minutes) and 8 group training sessions over 2 weeks. The control group will also follow the same plan for 2 weeks, receiving a total of 28 sessions of intensive bimanual goal-oriented activity-based intervention. Care will be taken to ensure that the task contents applied between the two programs are similar to obtain objective results. The therapeutic approach determined and applied during this project, designed with exergames and serious games, is expected to guide professionals working in the field of CP. In this way, it will be possible to find solutions to patients' problems with the most effective and fastest treatment option and at a lower cost.

Study Type

Interventional

Enrollment (Actual)

16

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

    • Ataşehir
      • Istanbul, Ataşehir, Turkey (Türkiye)
        • Cerebral Palsy Türkiye Foundation
    • Beykoz
      • Istanbul, Beykoz, Turkey (Türkiye), 34815
        • Istanbul Medipol University

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

  • Child

Accepts Healthy Volunteers

No

Description

Inclusion Criteria:

  • Diagnosed with Spastic Cerebral Palsy
  • Gross Motor Function Classification level I-II
  • Manual Ability Classification level I-III
  • Communication Function Classification System I-II
  • No botox injections 6 months prior to the intervention

Exclusion Criteria:

  • Visual problems which may effect the interventions
  • Secondary conditions such as intellectual disability, epilepsy
  • Having surgical procedure related to musculoskeletal system 1 year prior to he study

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 Assignment
  • Masking: Double

Arms and Interventions

Participant Group / Arm
Intervention / Treatment
Experimental: Video Game Based Therapy Group
In this group an Intensive video game based therapy program will be applied to participants. Therapy program aimed for the motor function of upper extremities and postural control. Therapy program includes 10 individual 4 group sessions per week, 28 sessions in total with each session lasts 40 minutes. Total duration of this intervention is 2 weeks.
Video game based therapy interventions includes active video games for rehabilitation. Leap Motion Controller based rehabilitative games, Xbox Kinect Games and Kinect Based Custom Rehabilitative Games will be applied to the participants
Other Names:
  • Virtual Reality
  • Exergame
  • Active Video Game
Active Comparator: Bimanual Intensive Therapy Group
In this group an Bimanual Intensive therapy program will be applied to participants. Therapy program aimed for the motor function of upper extremities and postural control. Therapy program includes 10 individual 4 group sessions per week, 28 sessions in total with each session lasts 40 minutes. Total duration of this intervention is 2 weeks.
This intervention includes goal directed activity based exercises for upper extremity functions. This intervention also includes exercises for postural control

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Gross Motor Function changes over the Study - Gross Motor Performance Measure - 88 (GMFM-88)
Time Frame: Prior to the interventions, right after the 2 weeks of interventions and 2 months later as follow-up
GMFM-88 is a assessment tool to evaluate gross motor functions in children with cerebral palsy. It evaluates motor functions in 5 dimensions and with 88 items total
Prior to the interventions, right after the 2 weeks of interventions and 2 months later as follow-up
Performance of Activities of Daily Living - Canadian Occupational Performance Measure (COPM)
Time Frame: Prior to the interventions, right after the 2 weeks of interventions and 2 months later as follow-up
The Canadian Occupational Performance Measure (COPM) is a client-centered assessment tool that evaluates self-perceived performance and satisfaction in daily activities across three areas: self-care, productivity, and leisure. Clients identify up to five important but challenging activities and rate their performance and satisfaction on a 10-point scale (1 = extremely poor/not satisfied, 10 = excellent/completely satisfied). The total performance and satisfaction scores are averaged separately, with higher scores indicating better function and greater satisfaction. A change of 2 or more points is considered clinically significant.
Prior to the interventions, right after the 2 weeks of interventions and 2 months later as follow-up

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Changes on Motor Function for Upper Extremities - Selective Control of the Upper Extremity Scale (SCUES)
Time Frame: Prior to the interventions, right after the 2 weeks of interventions and 2 months later as follow-up
The Selective Control of the Upper Extremity Scale (SCUES) is a clinical tool used to assess selective motor control in the upper extremities of individuals with neurological impairments, particularly cerebral palsy (CP). It evaluates a person's ability to voluntarily isolate and control specific upper limb movements without involuntary muscle activation. SCUES assesses six movement patterns (shoulder flexion/extension, elbow flexion/extension, forearm supination/pronation, wrist flexion/extension) on a 3-point scale: 0 = no selective control, 1 = partial control, 2 = full selective control. Scores from each movement are summed, with a higher total score indicating better selective motor control. SCUES is useful for tracking motor function changes and evaluating the effectiveness of interventions aimed at improving upper limb movement in individuals with CP.
Prior to the interventions, right after the 2 weeks of interventions and 2 months later as follow-up
Changes on Motor Function for Upper Extremities - Box and Block Test
Time Frame: Prior to the interventions, right after the 2 weeks of interventions and 2 months later as follow-up
The Box and Block Test (BBT) is a standardized assessment used to measure manual dexterity and upper limb function in individuals with neurological impairments, including cerebral palsy (CP). The test involves transferring as many small blocks as possible from one compartment of a box to another in 60 seconds, using one hand at a time. The score is the total number of blocks successfully moved, with higher scores indicating better fine motor coordination, speed, and dexterity. The BBT is widely used in rehabilitation to track motor function progress and evaluate the effectiveness of interventions targeting upper limb performance.
Prior to the interventions, right after the 2 weeks of interventions and 2 months later as follow-up

Other Outcome Measures

Outcome Measure
Measure Description
Time Frame
Change of Postural Control
Time Frame: Prior to the interventions, right after the 2 weeks of interventions and 2 months later as follow-up
The Becure balance system will be used for the Postural Control Assessment. It is custom made assessment system uses wii balance board. Centre of Gravity (COG) displacement and velocity of COG will be collected datas.
Prior to the interventions, right after the 2 weeks of interventions and 2 months later as follow-up

Collaborators and Investigators

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

Investigators

  • Principal Investigator: Ahmet Emir, Emir, Medipol University

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)

February 10, 2025

Primary Completion (Actual)

October 10, 2025

Study Completion (Actual)

January 10, 2026

Study Registration Dates

First Submitted

February 6, 2025

First Submitted That Met QC Criteria

February 6, 2025

First Posted (Actual)

February 12, 2025

Study Record Updates

Last Update Posted (Actual)

February 19, 2026

Last Update Submitted That Met QC Criteria

February 18, 2026

Last Verified

February 1, 2026

More Information

Terms related to this study

Plan for Individual participant data (IPD)

Plan to Share Individual Participant Data (IPD)?

UNDECIDED

IPD Plan Description

We are willing to share data of study, only by requests for meta analysis studies.

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.

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