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Rehabilitation Effects on Balance With Kinect for Xbox Virtual Reality Games

Not Applicable
Completed
Conditions
Stroke
Interventions
Behavioral: Virtual reality
Behavioral: Standard treatment
Registration Number
NCT02735265
Lead Sponsor
Taipei Medical University Shuang Ho Hospital
Brief Summary

Virtual reality balance training has already been used in stroke rehabilitation, and previous studies supported that could improve balance ability. Although the treatment effects were supported in studies, there are still limitations in clinical intervention and the study power is not enough.

Study will use Kinect for Xbox games for balance intervention. Investigators will recruit 60 patients with chronic stroke from Shung-ho hospital clinical rehabilitation and randomly assign participants to "standard treatment plus virtual reality group" (N=30) and "standard treatment only group" (N=30). There are total 12 sessions (2 times weekly) for both groups. Investigators will assess subjects' ability for 3 times (pre- and post-intervention, follow up in post 3 month).Investigators will also record the pleasure scale and adverse event after every training session. Hypothesis is that Kinect for Xbox intervention can significantly improve subjects' balance ability, confidence of balance, ADL, and QOL compared to the conventional rehabilitation. It may help to develop a new clinical model of virtual reality training for patients with chronic stroke.

Detailed Description

Many stroke survivors suffered postural and balance problems. Decreased mobility limits their daily life activities. Virtual reality balance training has already been used in stroke rehabilitation, and previous studies supported that could improve balance ability. The mechanism is multi-sensory feedback and repeated practices that could facilitate motor learning and brain neuroplasticity. Compared to conventional rehabilitation, VR rehabilitation could increase subjects' motivation and pleasure. Although the treatment effects were supported in studies, there are still limitations in clinical intervention and the study power is not enough.

The study will use Kinect for Xbox games for balance intervention. Kinect for Xbox doesn't need additional controller held by subjects and can detect the movement in real time to give subjects visual and auditory feedback immediately. Investigators will recruit 60 patients with chronic stroke from Shung-ho hospital clinical rehabilitation and randomly assign them to "standard treatment plus virtual reality group" (N=30) and "standard treatment only group" (N=30). There are total 12 sessions (2 times weekly) for both groups. Investigators will assess subjects' ability for 3 times (pre- and post-intervention, follow up in post 3 month). The outcome measures include Force plate, Functional reach test, Berg Balance Scale, Time up and go for balance evaluations, Modified barthel index for ADL ability, Activities-specific Balance Confidence scale for balance confidence, and Stroke Impact Scale for quality of life. Investigators will also record the pleasure scale and adverse event after every training session. Collected data will be analyzed with repeated measures 2-way analysis of variance (ANOVA), Turkey test post hoc and independent T sample test. Hypothesis is that Kinect for Xbox intervention can significantly improve subjects' balance ability, confidence of balance, ADL, and QOL compared to the conventional rehabilitation. It may help to develop a new clinical model of virtual reality training for patients with chronic stroke.

Recruitment & Eligibility

Status
COMPLETED
Sex
All
Target Recruitment
60
Inclusion Criteria
  • Chronic stroke person (onset>6m)
  • Could understand game command
  • Could stand unsupported or stand with advice at least 15 minute
  • Brunnstrom stage of LE ≥Ⅲ
Exclusion Criteria
  • Age >75 years old or <20 years old
  • Severe visual or auditory impairment
  • Modified Ashworth Scale of LE ≥ 3
  • The Montreal Cognitive Assessment<16
  • Other medication(neural, cardio-pulmonary, musculoskeletal) that influence motor command during the game

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
Virtual reality groupVirtual reality45 min standard treatment plus 45 min virtual reality balance training used by Kinect for Xbox game. Game choosed based on motor learning principle. Training task such as reach or stepping in various direction, squat, stand up, upper trunk forward or lateral bench.
Virtual reality groupStandard treatment45 min standard treatment plus 45 min virtual reality balance training used by Kinect for Xbox game. Game choosed based on motor learning principle. Training task such as reach or stepping in various direction, squat, stand up, upper trunk forward or lateral bench.
Standard treatment only groupStandard treatment90 min standard treatment. Depended on patient's ability, principle used by motor learning, sensory process, motor control, task oriented training, symmetry w't bearing.
Primary Outcome Measures
NameTimeMethod
Berg Balance ScaleChange from Baseline at 6 weeks and 3 month follow up

balance function

Secondary Outcome Measures
NameTimeMethod
Timed up and go-cognitionChange from Baseline at 6 weeks and 3 month follow up

balance function

Modified barthel indexChange from Baseline at 6 weeks and 3 month follow up

Activity of daily live ability

Adverse event timesEvery training session during 6 weeks (total 12 sessions (2 times weekly))
Functional reach testChange from Baseline at 6 weeks and 3 month follow up

balance function

Stroke Impact ScaleChange from Baseline at 6 weeks and 3 month follow up

quality of life

Activities-specific Balance Confidence scaleChange from Baseline at 6 weeks and 3 month follow up

balance confidence

Modified Physical Activity Enjoyment ScaleEvery training session during 6 weeks (total 12 sessions (2 times weekly))

pleasure scale

Force plateChange from Baseline at 6 weeks and 3 month follow up

balance function for Weight bearing symmetry and dynamic standing balance

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