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N/A N=168 Randomized Single-blind Treatment

Effectiveness of Virtual Reality Gaming Therapy Versus CI Therapy for Upper Extremity Rehabilitation

Stroke · Hemiparesis

Enrolled (actual)
168
Serious AEs
0.0%
Results posted
Sep 2021
Primary outcome: Primary: Wolf Motor Function Test — -0.38; -0.24; -0.29; -0.22 natural log of performance time change

Study Design & Population

Study type
Interventional
Phase
N/A
Interventions
Traditional CI Therapy (Behavioral); Gaming CI Therapy (Behavioral); Gaming CI Therapy with Additional Contact via Video Conference (Behavioral); Traditional Occupational Therapy/Physical Therapy (Behavioral)
Age
Adult, Older Adult · 18+ yrs
Sex
All
Sponsor
Ohio State University
Primary completion
Sep 2019

Outcome Measures

OutcomeResultp-value
PRIMARY
Wolf Motor Function Test
-0.38; -0.24; -0.29; -0.22
PRIMARY
Motor Activity Log Quality of Movement Scale
1.7; 1.3; 1.5; .5
SECONDARY
Change in Neuro-Quality of Life (Neuro-QOL)
.69; -.05; -.72; .82
SECONDARY
Bilateral Activity Monitors
.12; 0; .05; .04
SECONDARY
Change in Brief Kinesthesia Test (BKT)
-1.8; -.9; .8; -1.0
SECONDARY
Semmes-Weinstein Monofilament Test
-.25; -.39; -.03; -.50
SECONDARY
9 Hole Peg Test
-.08; -.53; .49; .94

Summary

The current proposal aims to conduct a multi-site randomized controlled trial comparing virtual-reality gaming delivery of Constraint Induced Movement therapy (CI therapy) with (1) traditional clinic-based CI therapy of equal total active therapy duration and (2) a control group equating the dose of in-person therapy. Individuals with chronic stroke will be randomized to one of four different interventions: (1) traditional clinic-based CI therapy (35 therapist/client contact hours), (2) therapist-as-consultant virtual reality CI therapy (5 therapist/client contact hours in the clinic and 15 hours of independent game play at home), (3) therapist-as-consultant virtual reality CI therapy with additional therapist contact via telerehabilitation (5 therapist/client contact hours in the clinic, 2.6 therapist contact hours via teleconference, and 15 hours of independent game play in the home), and (4) 5 hours of standard occupational therapy (OT) / physical therapy (PT). After 6-month follow-up, individuals assigned to standard OT/PT will cross over to a modified gaming therapy condition (a stand-alone application of the rehabilitation game without additional therapist contact).

Eligibility Criteria

Inclusion Criteria

  • Males, females, or any gender identity 18 years of age or older
  • Experienced a stroke resulting in mild-to-moderate hemiparesis at least six months prior to enrollment (suggested range of motion (ROM) criteria includes: 45° shoulder abduction and flexion, 20° elbow extension, 20° wrist extension, and 10° extension of thumb and finger)
  • Have preserved ability to comprehend and participate in basic elements of the therapy

Exclusion Criteria

  • Concurrent participation in other experimental trials for motor dysfunction treatment
  • Receiving Botox therapy currently or in the past 3 months
  • Have medical conditions that would place volunteers at higher risk of adverse events (e.g., renal disease, frailty, pregnancy, dementia, severe pain, end-stage/degenerative diseases)
  • Have received intensive upper-extremity rehabilitation in the chronic phase post-stroke
View full record on ClinicalTrials.gov →

Data sourced from ClinicalTrials.gov (NCT02631850). Outcome figures and adverse-event rates are extracted automatically from the registry's posted results and are provided for clinician reference, not as a substitute for the primary publication.

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