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Home-based -Virtual Reality Intervention for Stroke Rehabilitation (Home-VR)

S

Sheba Medical Center

Status

Completed

Conditions

Stroke

Treatments

Other: traditional self-training
Other: self-training using video-games

Study type

Interventional

Funder types

Other

Identifiers

NCT02393170
SHEBA-14-1764-HW-CTIL

Details and patient eligibility

About

On-going rehabilitation is needed to maintain and improve the weaker upper extremity following stroke. Community rehabilitation programs for stroke individuals in the chronic stage are often difficult to be implement. Consequently, many individuals remain without structured interventional programs. Self-training programs, where individuals can independently continue to exercise at home, might answer this challenge. However, since exercising alone is boring and not motivating, individuals often stop the prescribed exercises and remain inactive. The use of video-games for self-training might answer this challenge.

Therefore, the investigators aimed to assess the feasibility of using video-games for self-training after stroke. Specifically the investigators aim to compare the (1) training time, (2) satisfaction and (3) effectiveness of a self-training program using video-games compared to a traditional self-training program.

Full description

This is a single-blind randomized controlled trial with four assessments; two before and two following the 5-week self training intervention.

Individuals are requested to perform the self training (video-games or traditional exercises) 60 minutes a day for 5 weeks.

Enrollment

24 patients

Sex

All

Ages

18 to 80 years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  • 6 to 36 months after stroke onset
  • lived in the community with family or a caregiver
  • mild to moderate weakness the affected upper extremity
  • without significant cognitive deficit
  • able to walk at least 10-meters (with or without assistance).

Exclusion criteria

  • Other neurological conditions
  • Epilepsy

Trial design

Primary purpose

Treatment

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

24 participants in 2 patient groups

self-training using video-games
Experimental group
Description:
Participants will receive a video-game console and will be asked to play video-games for one hour a day X 6 days a week for 5 weeks.
Treatment:
Other: self-training using video-games
traditional self-training
Active Comparator group
Description:
Participants will receive a manual and kit of a traditional self-training program and will be asked to perform the program one hour a day X 6 days a week for 5 weeks.
Treatment:
Other: traditional self-training

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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