The Efficacy of Video Game Therapy in Patients With Stroke
Trial Snapshot
- Phase
- Not Applicable
- Status
- Completed
- Sponsor
- Universidad de Burgos
- Enrollment
- 45
- Locations
- 2
- Primary Endpoint
- Strength
Study Overview
Brief Summary
Aims: To establish whether the effectiveness of conventional treatment is increased when it is complemented with video-based therapy, whether specific rehabilitation or commercial after subacute stroke.
Design: Randomized clinical trial with pre / post-test and follow-up evaluation, assessor blinded study.
Methodology: Three different groups: conventional treatment, conventional treatment and commercial videogame, or conventional treatment and specific rehabilitation videogame. The three groups completed 12 sessions.
Study Design
- Study Type
- Interventional
- Allocation
- Randomized
- Intervention Model
- Crossover
- Primary Purpose
- Treatment
- Masking
- Single (Outcomes Assessor)
Eligibility Criteria
- Ages
- 18 Years to — (Adult, Older Adult)
- Sex
- All
- Accepts Healthy Volunteers
- No
Inclusion Criteria
- •Patients with stroke
- •Hemiplegia on the non-dominant side
- •More than 1 month since the stroke
- •Score 3 in the shoulder and 2 in the elbow in the modified Medical Research Council scale
- •No auditory alterations
- •No visual disturbances
- •Mini Mental Scale greater than or equal to 24
Exclusion Criteria
- •Patients with unstable blood pressure or angina.
- •History of seizures.
- •Do not use video games
Arms & Interventions
Commercial video game
the group commercial video game received 30 minutes of conventional therapy plus 30 minutes of rehab training using Xbox Kinect-based games.
Intervention: Commercial video game. (Device)
Rehabilitation video game
the group rehabilitation video game received 30 minutes of conventional therapy plus 30 minutes of rehab games.
Intervention: rehabilitation video game (Device)
The control group
The control group received 30 minutes of conventional therapy
Outcomes
Primary Outcomes
Strength
Time Frame: Change from baseline at post 12 sessions of intervention and follow-up four weeks after having finished the intervention.
The microFET 2© dynamometer had been used in order to evaluate the strength in several muscle groups: Shoulder (flexion and extension, adduction and abduction, internal and external rotation), elbow (flexion and extension, supination and pronation), wrist (flexion and extension).
Range of motion
Time Frame: Change from baseline at post 12 sessions of intervention and follow-up four weeks after having finished the intervention.
The goniometer had been used in order to evaluate the range motion. Joints: Shoulder (flexion and extension, adduction and abduction, internal and external rotation), elbow (flexion and extension, supination and pronation), wrist (flexion and extension, ulnar and radial deviation ).
Secondary Outcomes
- Box and Blocks test(The measure was administrated in three times: pre intervention, post intervention (after 12 sessions carried out along four weeks) and follow-up four weeks after having finished the intervention.)
- Fulg Meyer Assessment (FMA)(The measure was administrated in three times: pre intervention, post intervention (after 12 sessions carried out along four weeks) and follow-up four weeks after having finished the intervention.)
- Activities of daily living(The measure was administrated in three times: pre intervention, post intervention (after 12 sessions carried out along four weeks) and follow-up four weeks after having finished the intervention.)
- Muscle tone(The measure was administrated in three times: pre intervention, post intervention (after 12 sessions carried out along four weeks) and follow-up four weeks after having finished the intervention.)
