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Effects of Virtual Reality Game on Upper Extremity Function for Stroke

T

Taipei Medical University

Status

Completed

Conditions

Stroke

Treatments

Behavioral: standard treatment
Behavioral: virtual reality game traning

Study type

Interventional

Funder types

Other

Identifiers

NCT04296032
TMU-JIRB N201912049

Details and patient eligibility

About

Virtual reality training had already been used in stroke rehabilitation, and previous studies supported that it could improve upper extremity ability and increase motivation and pleasure than conventional methods. Pablo is a new VR game combined with motion sensor system which can detect subject's activities. Unlike commercial camera systems such as Kinect or XBOX, the systems require a continuous sightline or enough active range of motion which may increase risk of compensatory movement. Few of studies had investigated the rehabilitation effects on upper extremity with Pablo for patients with stroke.The purpose of this study is to investigate the effects of virtual reality upper extremity training through Pablo system in patients with chronic stroke.

Full description

PURPOSE: The purpose of this study is to investigate the effects of virtual reality upper extremity training through Pablo system in patients with chronic stroke.

METHODS:Patients with mild to moderate motor deficits were recruited and randomly assigned to "VR plus standard rehabilitation group"(n=19), and "standard rehabilitation group" (n=19). After 12 training sessions (60 minutes a time, 2 times a week), the performance was assessed by a blinded assessor. The outcome measures included Fugl-Meyer Assessment-Upper Limb section(FMAUE), Box and block test(BBT), Dynanometer, active range of motion of shoulder and elbow,and Stroke Impact Scale.Modified Physical Activity Enjoyment Scale and adverse effect were recorded after each sessions.Collected data will be analyzed with sample T test by SPSS version 20.0, and alpha level was set at 0.05.

Enrollment

37 patients

Sex

All

Ages

20 to 75 years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  • First stroke with hemiplegia,
  • Chronicity of >6 months
  • Could understand instructions
  • Brunnstrom stage of UE ≥IV.

Exclusion criteria

  • Patients who were aged <20 years and >75 years
  • Patients with visual or auditory impairment who were unable to see or hear the feedback from the device clearly
  • Montreal Cognitive Assessment <16
  • Modified Ashworth Scale score of >2
  • Patients with other medical symptoms that can affect movement were excluded.

Trial design

Primary purpose

Treatment

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

37 participants in 2 patient groups

virtual reality group
Experimental group
Description:
Standard treatment 30 minutes plus virtual reality game 30 minutes, twice a week for 9 weeks.
Treatment:
Behavioral: virtual reality game traning
Behavioral: standard treatment
standard treatment group
Active Comparator group
Description:
Standard treatment 60 minutes, twice a week for 9 weeks.
Treatment:
Behavioral: standard treatment

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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