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Comparison Between Custom and Non-custom Serious Games Poststroke

Not Applicable
Completed
Conditions
Stroke
Interventions
Behavioral: Serious games
Registration Number
NCT06463730
Lead Sponsor
University Rehabilitation Institute, Republic of Slovenia
Brief Summary

Serious games for rehabilitation are delivered through systems that are either customised or non-customised. Custom serious games allow for control of feedback, setting of game speed and difficulty, while non-custom games are less adaptable but provide attractive graphics and sounds. The study compared the activity intensity and user experience of persons after stroke while playing custom and non-custom virtual reality balance games that were both game- and self-paced.

Detailed Description

Persons in chronic phase poststroke will play 12 games (6 self- and 6 game-paced games) over two sessions (in randomised order). Within each game-type, custom and non-custom games will be played in random order. All games will be played on a balance board, whereby each pair of a custom and non-custom game will require comparable movement directions of the center of pressure. The custom system will be compared to the non-custom system in terms of number of repetitions, movement amplitude, users' enjoyment, flow state, likeability and perception of exertion.

Recruitment & Eligibility

Status
COMPLETED
Sex
All
Target Recruitment
27
Inclusion Criteria
  • chronic phase (>6 months) after stroke
  • ability to walk with supervision or independently with or without walking aid on flat ground or all surfaces
  • stable health condition
  • ability to follow simple instructions
Exclusion Criteria
  • additional neurological condition
  • musculoskeletal impairments that would interfere with execution of the required tasks or completing the questionnaires

Study & Design

Study Type
INTERVENTIONAL
Study Design
CROSSOVER
Arm && Interventions
GroupInterventionDescription
Self-paced first, non-custom firstSerious gamesOrder of interventions: self-paced non-custom games, self-paced custom games, game-paced non-custom games, game-paced custom games
Self-paced first, custom firstSerious gamesOrder of interventions: self-paced custom games, self-paced non-custom games, game-paced custom games, game-paced non-custom games
Game-paced first, non-custom firstSerious gamesOrder of interventions: game-paced non-custom games, gam-paced custom games, self-paced non-custom games, self-paced custom games
Game-paced first, custom firstSerious gamesOrder of interventions: game-paced custom games, game-paced non-custom games, self-paced custom games, self-paced non-custom games
Primary Outcome Measures
NameTimeMethod
AmplitudeOn the day of the intervention during each game (anticipated duration: 5 minutes)

Amplitude of pelvic displacements in medio-lateral direction extracted from video-recording using specialised software

Number of repetitionsOn the day of the intervention during each game (anticipated duration: 5 minutes)

Number of pelvic displacements in medio-lateral direction extracted from video-recording using specialised software

Secondary Outcome Measures
NameTimeMethod
Perception of exertionOn the day of the intervention after each game (anticipated: every 5 minutes)

Assessed using the Borg's Scale (scale score range 6-20; higher scores mean a worse outcome)

Users' enjoymentOn the day of the intervention after each game (anticipated: every 5 minutes)

Assessed using the Modified Physical Activity Enjoyment Scale (scale score expressed as percentage; higher scores mean a better outcome)

Flow stateOn the day of the intervention after each game (anticipated: every 5 minutes)

Assessed using the Flow State Scale for Occupational Tasks (scale score range 14-98; higher scores mean a better outcome)

LikeabilityOn the day of the intervention after each game (anticipated: every 5 minutes)

Rated on a scale from 1 (least liked) to 6 (most liked)

Trial Locations

Locations (1)

University Rehabilitation Institute, Republic of Slovenia

🇸🇮

Ljubljana, Slovenia

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