Xbox in the Rehabilitation of Chronic Traumatic Brain Injury

U

University Hospital of Ferrara

Status

Completed

Conditions

Traumatic Brain Injury
Balance Disorders
Attention Deficits

Treatments

Device: Dynamic balance platform (Biodex)
Device: gaming therapy (Xbox)

Study type

Interventional

Funder types

Other

Identifiers

NCT01883830
Kinect_study
Kinect (Other Identifier)

Details and patient eligibility

About

Traumatic brain injury is an extremely common disease, it counts 50.000 deaths and 235.000 hospitalizations every year. Functional consequences of an acquired brain injury have a considerable impact on quality of lives of patients and care-givers with direct effects on balance, mobility and on psycho-social functions. Attention deficits are one of the most frequent and disabling consequences of severe brain injury. Within the wide spectrum of attentive problems, patients with traumatic brain injury frequently have shown difficulties in divided attention. Patients, care-givers and professionals frequently refer difficulties also in selective attention and vigilance as consequence of the trauma. It has been shown how these difficulties are tightly related with the missed return to work after two years from the injury. The hypothesis of this study is to investigate the feasibility of a rehabilitative protocol on gaming using the console Xbox and its efficacy in improving balance, mobility, risk of falling, attentive functions (selective and divided attention) in subjects which have had a traumatic brain injury at least 12 months before.

Full description

Inclusion Criteria: Chronic traumatic brain injury (>12 months) Age>18, <70 years old Presence of a moderate balance deficit identified by CB&M with a score < 65 or presence of a selective attention and shifting attention deficit identified by the TEA computerized battery (Tau<37).

Enrollment

21 patients

Sex

All

Ages

18 to 70 years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  • Chronic traumatic brain injury (>12 months)
  • Age>18, <70 years old
  • Presence of a moderate balance deficit identified by UBS with a score>15 and < 60 or presence of a selective attention and shifting attention deficit identified by the TEA computerized battery (Tau<37).

Exclusion criteria

  • Neurologic diseases associated with possible involvement of motor functions
  • Medical conditions that could interfere with the safe conclusion of the study protocol
  • Severe cognitive-behavioural diseases (LCF<6),
  • severe psychiatric diseases
  • Use of walking aids

Trial design

Primary purpose

Treatment

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

21 participants in 2 patient groups

gaming therapy (Xbox)
Experimental group
Description:
Subjects belonging to the first group will receive a gaming therapy protocol using the Xbox console. They will receive 24 sessions of treatment within 8 weeks (3 sessions per week). Patients will be required to concentrate in games whose major purposes are increasing balance, selective attention and attention shifting. During sessions the patient will be carefully controlled by a researcher who will prevent the risk of falling and impulsiveness reactions.
Treatment:
Device: gaming therapy (Xbox)
Dynamic balance platform training
Active Comparator group
Description:
Control group will receive the same amount of therapy (24 sessions) using a dynamic balance platform (Biodex).
Treatment:
Device: Dynamic balance platform (Biodex)

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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