Home-based -Virtual Reality Intervention for Stroke Rehabilitation
- Conditions
- Stroke
- Interventions
- Other: self-training using video-gamesOther: traditional self-training
- Registration Number
- NCT02393170
- Lead Sponsor
- Sheba Medical Center
- Brief Summary
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.
- Detailed 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.
Recruitment & Eligibility
- Status
- COMPLETED
- Sex
- All
- Target Recruitment
- 24
- 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).
- Other neurological conditions
- Epilepsy
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Arm && Interventions
Group Intervention Description self-training using video-games self-training using video-games 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. traditional self-training traditional self-training 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.
- Primary Outcome Measures
Name Time Method self-training time week 9 Self-training time for the 5-week program as documented on a daily log sheet by the participants in both self-training programs. The mean weekly training hours per week will also be calculated.
Change in Action Research Arm Test week 0, week 4, week 9, week 13 change in functional ability of the weaker upper extremity
- Secondary Outcome Measures
Name Time Method Change in Box and Block Test week 0, week 4, week 9, week 13 Change in dexterity of the weaker upper extremity as assessed by the Box and Block Test
Change in The Functional Reach Test week 4, week 9, week 13 Change in standing balance
Change in the Motor Activity Log (MAL) week 0, week 4, week 9, week 13 Change in daily use of the weaker upper extremity by using the MAL. This self-report questionnaire generates two seperate scores ranging from 0 to 5, regarding the amount and quality of the weaker upper extremity
Daily exertion from the self-training week 9 For each daily session participants rated their perceived exertion (6-20 on the Borg scale). A mean score will be calculated per week.
Daily enjoyment from the self-training week 9 For each daily session participants rated their perceived enjoyment (1-5 points).
Satisfaction from the self-training program week 9 Satisfaction from the 5-week program and their perceived benefit from the program for improving their weaker upper extremity and balance on a 5-point Likert scale from "not at all" to "very much".
Trial Locations
- Locations (1)
Sheba Medical Center
🇮🇱Ramat Gan, Israel