Conventional Vestibular Training Versus Immersive Virtual Reality- Based Vestibular in Multiple Sclerosis
- Conditions
- Multiple SclerosisQuality of LifeVestibular DiseaseBalance DisordersUsabilityCybersicknessDizzinessFatigue
- Registration Number
- NCT04497025
- Lead Sponsor
- Maria Jesus Casuso-Holgado
- Brief Summary
The effectiveness of convectional vestibular training for balance and dizziness rehabilitation in people with multiple sclerosis has been recently demonstrated in a meta-analysis by this research team (doi: 10.3390/jcm9020590). Furthermore, non-immersive virtual reality-based environments seem to be useful for balance and gait rehabilitation in this population (doi: 10.1177/0269215518768084). However, nothing is known about the feasibility and effectiveness of immersive virtual reality-based rehabilitation in people with multiple sclerosis.
The primary aim of this research is to determine the feasibility, safety and effectiveness of an immersive virtual reality-based vestibular training for dizziness, balance and fatigue rehabilitation, compared to conventional vestibular training.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- NOT_YET_RECRUITING
- Sex
- All
- Target Recruitment
- 30
- Both male and female subjects from 18-65 years old
- Clinically diagnosed with any type of multiple sclerosis in accordance with the revised McDonald criteria
- With walking ability according to the Expanded Disability Status Scale score (EDSS =6)
- With the objective presence of dizziness symptoms (Dizziness Handicap Inventory = 16)
- Blurred vision
- Cognitive impairment (Mini Mental State Examination =24)
- Another neurologic disorder contributing to balance impairment
- Relapse within the last 3 months
- Changes in pharmacotherapy within the last 3 months
- History of vestibular rehabilitation within the last 6 months
- Acute cardiovascular of respiratory illness
- Any other contraindication to physical activity
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Primary Outcome Measures
Name Time Method Safety of virtual reality-based vestibular rehabilitation 7 weeks of intervention Cybersickness: Scores ranging between 10 and 15 mean significant symptoms and above 20 indicates a simulator problem
Falls registry
Adverse events registryFeasibility of virtual reality-based vestibular rehabilitation 7 weeks of intervention Usability of virtual reality device: System Usability Scale (0-100%). Higher Scores means higher usability
Participation rate
Retention rate
Adherence to treatment rate
- Secondary Outcome Measures
Name Time Method Change from baseline dizziness symptoms at 7 weeks 7 weeks after intervention Dizziness Handicap Inventory (0-100 points). Higher scores mean worse dizziness symptoms.
Change from baseline fatigue at 7 weeks 7 weeks after intervention Modified Fatigue Impact Scale (0-84 points). Higher scores mean worse fatigue symptoms.
Change from baseline static balance at 7 weeks 7 weeks after intervention Static balance assessed by posturography Dynamic balance assessed by Balance Berg Scale. Higher score better balance.
Change from baseline quality of life at 7 weeks 7 weeks after intervention Multiple Sclerosis Quality of Life Scale 54 (0-100 points). Higher values indicate better quality of life.
Trial Locations
- Locations (1)
Universidad de Sevilla
🇪🇸Sevilla, Spain
Universidad de Sevilla🇪🇸Sevilla, SpainMaria Jesus Casuso-HolgadoPrincipal InvestigatorCristina Garcia-MuñozPrincipal InvestigatorMaria Dolores Cortes-VegaPrincipal Investigator