Virtual Reality and Active Video Games to Improve Balance in Children With Brain Injury
Completed · Not applicable
Conditions studied: Cerebral Palsy, Acquired Brain Injury
In brief
The purpose of this pilot feasibility study is to assess the feasibility of using the Playstation Xbox 360 and Rutgers V-step via a Kinect Sensor with active video game software as a part of a physical therapy intervention to improve obstacle negotiation, gait speed, and stair negotiation in ambulatory children with Cerebral Palsy (CP) hemiparesis or spastic diplegia, or non-progressive brain injury (BI). Children will be assessed using perceptual, balance, functional and gait assessments.
Key facts
- Study ID
- NCT03386968
- Run by
- Blythedale Children's Hospital
- People needed
- 4
- Starts
- 2017-12-07
- Expected to finish
- 2022-01-06
- Last updated by the study team
- 2022-01-10
Who can join
Age: 7 and older, up to 17. Sex: any. Healthy volunteers: not accepted.
You may qualify if…
- Age 7-17
- Diagnosis of Cerebral Palsy or Diagnosis of Acquired Brain Injury
- Ambulatory with or without an assistive device x 150 feet
- Cognition and attention ability sufficient to be successful in video game play and to follow instructions of the investigator.
- Able to complete testing process.
- Current patient at Blythedale Children's Hospital program (Expected Length of Stay/availability for study of approximately 8 weeks)
You may not qualify if…
- Any history of photosensitive epilepsy or seizures triggered by exposure to flashing lights, television or video games
- Attention or behavior problems that prevent the successful completion of game play
- Any acute musculoskeletal injury that limits weight bearing on one lower extremity (due to orthopedist concerns for fracture or injury)
- Any medical condition that prevents the child from tolerating exercise due to cardiovascular conditions
Where it is running
- Blythedale Children's Hospital — Valhalla, New York, United States
Full record on ClinicalTrials.gov
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