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Effects of Virtual Reality and Cyclic Training on Balance

R

Riphah International University

Status

Completed

Conditions

Stroke, Acute

Treatments

Other: Cyclic training group
Other: Virtual reality group

Study type

Interventional

Funder types

Other

Identifiers

NCT04797598
REC/LHR/20/2054 Qandil Akram

Details and patient eligibility

About

Stroke is the third leading cause of functional disability and death in the world. It leads to many problems that affect gait, upper extremity function and balance. In stroke patients balance dysfunction leads to impaired postural control and walking. Because of poor balance fall rate increases in stroke patients. Balance is an important predictor of outcome in stroke rehabilitation. After stroke difficulties in balance control may be caused by multiple factors such as muscle weakness, impaired proprioception, and asymmetry in weight wearing, spasticity and impaired motor control. Different means are used to treat stroke, some conventional treatments along with new adjunct therapies are usual practice for the rehabilitation of the stroke.

Virtual Reality is choice of adjunct therapy now a days and can be used in different ways for the rehabilitation. Virtual Reality or active video gaming proved their role as vital part of the treatment program in pediatric rehabilitation as well as adult rehabilitation program. These programs help the patient to achieve goals for functional and activities of daily living skills.

Full description

This study will be a randomized control trial, used to compare the effectiveness of virtual reality and cyclic training on balance in sub-acute stroke patients. Subjects with sub-acute stroke meeting the predetermined inclusion and exclusion criteria will be divided into two groups using simple random sampling technique. Assessment will be done by using berg balance scale (BBS) and time up and go test. Subjects in one group will be treated with Virtual reality and Conventional therapy and in other group Cyclic training and Conventional therapy.

Enrollment

32 patients

Sex

All

Ages

45 to 65 years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  1. Sub-acute stroke
  2. Able to stand for 5 minutes
  3. The score of mini mental state examination (MMSE) > 19
  4. Male and Females (both genders)
  5. Verbal instructions can follow

Exclusion criteria

  1. Visual and auditory problem unable to hear and see feedback from the video game and problem of vestibular system
  2. Spasticity of lower limb
  3. Any other medical condition that could affect movement and balance
  4. Use of pacemaker, apraxia, epilepsy
  5. Psychiatric disorders

Trial design

Primary purpose

Treatment

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

32 participants in 2 patient groups

Virtual Reality group
Active Comparator group
Description:
In this group patients will be treated with virtual reality . This group will receive therapy session for 1 hour, two times in a week and for 12 weeks, total session will be 24. The virtual reality group will receive 30 minutes virtual reality training and 30 minutes conventional treatment.
Treatment:
Other: Virtual reality group
Cyclic training group
Active Comparator group
Description:
In this group patients will be treated with cyclic training . This group will receive therapy session for 1 hour, two times in a week and for 12 weeks, total session will be 24. The cyclic training group will receive 30 minutes cyclic training and 30 minutes conventional treatment
Treatment:
Other: Cyclic training group

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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