Effect of Virtual Reality-based Training on Balance and Walking in Youth With Autism Spectrum Disorder

Completed · Not applicable

Conditions studied: Autism Spectrum Disorder

In brief

The goal of this clinical trial is to assess the effect of short-term (3 days/week for 2 weeks) Virtual Reality (VR) active video gaming intervention on static and dynamic balance, versus traditional balance training exercises, in youth with ASD. The participants in the intervention group will engage in VR active video gaming using the Nintendo Switch Sports under supervision via Zoom for 6 sessions occurring over 2 weeks, from their home. While, the participants in the control group will engage in standard physical therapy exercises for balance and walking under supervision via Zoom, for 6 sessions occurring over 2 weeks, from their home. Their balance and walking will be assessed 3 times, 3-5 days before the intervention, 3-5 days after the intervention and 4-weeks after the intervention. * Participants static balance will be assessed by standing on pressure mat, under 2 conditions, eyes open and eyes closed for 30 seconds each. * The Pediatric Berg's balance Scale (PBS), a 14-point scale containing everyday activities, will be used as a clinical measure for assessing the static and dynamic balance. * 13-infra-red camera motion capture system, Qualisys, will be used for assessing the walking. The difference in the balance and walking parameters will be assessed and compared.

Key facts

Study ID
NCT06023563
Run by
Indiana University
People needed
13
Starts
2023-05-15
Expected to finish
2024-04-19
Last updated by the study team
2026-06-02

Who can join

Age: 7 and older, up to 22. Sex: any. Healthy volunteers: not accepted.

You may qualify if…

You may not qualify if…

Where it is running

Full record on ClinicalTrials.gov

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