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VIrtual Reality in Cognitive Rehabilitation of Processing Speed for Persons With ABI

Not Applicable
Recruiting
Conditions
Brain Injuries
Traumatic Brain Injury
Stroke
Brain Diseases
Acquired Brain Injury
Interventions
Other: Control intervention
Device: Virtual Reality
Registration Number
NCT05443542
Lead Sponsor
Sunnaas Rehabilitation Hospital
Brief Summary

One hundred participants with acquired brain injury (ABI) will be included in a randomized controlled trial, with one group playing a commercially available VR game and the control group doing activities in their everyday as cognitive training. The trial aims to investigate how VR can affect processing speed in the ABI population, and if these effects can transfer into everyday activities. The training will be performed in the participants homes, with assistance provided by the project group via phone or video conference. The training period will last five weeks. Participant's cognitive functions will be measured with questionnaires and neuropsychological tests at the start of the training period, at the end of training and sixteen weeks after the start of the intervention. In depth experiences with VR as a training method will be gathered through performing focus group interviews with some of the participants from the VR group, in addition to self-reported questionnaires from all the participants.

Detailed Description

A randomized controlled trial (RCT) will be conducted where the experimental intervention is playing a commercial VR game. The VR group will follow a training regime of a 30 min VR session five times per week for 5 weeks. The control group will carry on with treatment as usual, in addition, participants will receive an information booklet covering cognitive training in everyday life. Baseline and outcome measures in terms of neuropsychological assessment and questionnaires will be performed at baseline (T1), at the end of the intervention period (T2) and at the 16-week follow-up (T3).

The VR group will train with a rhythm VR game that is considered as a good candidate for basic training of the multifaceted aspects of attention including speed of information processing, selection, sustained attention, shifting/dividing of attention, and working memory.

The VR game is selected on the grounds of clinical experience with VR training of processing speed, attention and working memory, and is also suggested in research as suitable games for cognitive rehabilitation.

Recruitment & Eligibility

Status
RECRUITING
Sex
All
Target Recruitment
100
Inclusion Criteria
  • Patients in stable phase after Acquired brain injury, minimum one year after injury
  • Physically able to operate VR-technology
  • Norwegian or English skills adequate to understand instructions, play the VR-games and to provide valid responses to assessment methods
Exclusion Criteria
  • Severe aphasia affecting their understanding of instructions
  • Apraxia affecting their ability to use VR-equipment
  • Visual neglect
  • Severe mental illness, substance abuse or co-existing neurological disorders

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
Active control groupControl interventionThe control group will be given a pamphlet containing exercises affecting working memory, attention and processing speed to be performed in a home setting
Virtual Reality GroupVirtual RealityGroup 1 will play a VR game using an Oculus Quest 2 in a home setting
Primary Outcome Measures
NameTimeMethod
Change in processing speedMeasured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)

Connors Continous Performance test 3rd edition, Coefficient of Variation

Secondary Outcome Measures
NameTimeMethod
Change in working memoryMeasured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)

Wechslers Adult Intelligence Scale IV, Digit sequencing test

Change in patient reported executive functioningMeasured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)

Behavior Rating Inventory of Executive function (BRIEF-A)

Change in informant reported executive functioningMeasured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)

Behavior Rating Inventory of Executive function (BRIEF-A)

Change in sustained attentionMeasured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)

Connors Continous Performance test 3rd edition, Performance variability over time

Transfer effect to everyday activitiesMeasured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)

Patient Competency Rating Scale

Trial Locations

Locations (1)

Sunnaas Rehabilitation Hospital

🇳🇴

Nesoddtangen, Viken, Norway

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