MedPath

Comparison Between Custom and Non-custom Serious Games Poststroke

Not Applicable
Completed
Conditions
Stroke
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
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

University Rehabilitation Institute, Republic of Slovenia
🇸🇮Ljubljana, Slovenia

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