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Clinical Trials/NCT05901792
NCT05901792
Completed
N/A

The Effect of Virtual Reality Games on Changing the Center of Gravity Location in Children With Adolescent Idiopathic Scoliosis

Istanbul University - Cerrahpasa (IUC)1 site in 1 country28 target enrollmentApril 10, 2023

Overview

Phase
N/A
Intervention
Not specified
Conditions
Adolescent Idiopathic Scoliosis
Sponsor
Istanbul University - Cerrahpasa (IUC)
Enrollment
28
Locations
1
Primary Endpoint
Center of gravity
Status
Completed
Last Updated
2 years ago

Overview

Brief Summary

The purpose of this clinical trial is to examine the effect of virtual reality games (VRG) on changing the location of the center of gravity in children with adolescent idiopathic scoliosis (AIS).

Twenty-four patients with AIS will be randomly allocated to two groups. The intervention group will apply to the virtual reality games and basic correction exercises group for six weeks (18 sessions). The control group will be given the basic correction exercises. Patients' center of gravity (Physiosoft Balance System), posture parameters (PostureScreen Mobile, Posterior Trunk Asymmetry Index (POTSI) and Anterior Trunk Asymmetry Index (ATSI)), cosmetic perception (Walter Reed Visual Evaluation Scale (WRVAS)) will assess at the first session and the end of 6 weeks.

Detailed Description

The most common type of scoliosis is adolescent idiopathic Scoliosis (AIS). It affects 1-4% of adolescents. AIS is associated with cosmetic problems, pain, functional limitations, respiratory dysfunction and a decrease in quality of life. Although scoliosis is characterized by lateral spinal deviation, it causes a three-dimensional deformity with geometric and morphological changes in the trunk and rib cage. The main changes are postural changes in the orientation of the head, shoulders, scapula and pelvis in all three planes, but more specifically rotations of body segments in the horizontal plane. Spinal deformity not only changes the shape of the trunk, but also the relationships between body segments. Therefore, it leads to an abnormal change in the center of gravity. While various treatment approaches are recommended in the management of AIS to overcome these and other complications, scoliosis-specific corrective exercises are almost always part of the treatment plan for individuals with AIS. However ,Virtual Reality Games (VRGs) have recently been used in health and rehabilitation research due to recent technological developments and changes. In the literature, VRGs have been shown to have a positive effect on changing the position of the center of gravity in different rehabilitation areas. However, there is no study examining the effect of the use of VRGs on the chaning of the center of gravity Location in the treatment of AIS.

Registry
clinicaltrials.gov
Start Date
April 10, 2023
End Date
September 30, 2023
Last Updated
2 years ago
Study Type
Interventional
Study Design
Factorial
Sex
All

Investigators

Sponsor
Istanbul University - Cerrahpasa (IUC)
Responsible Party
Principal Investigator
Principal Investigator

Ayse Zengin Alpozgen

Assistant professor

Istanbul University - Cerrahpasa (IUC)

Eligibility Criteria

Inclusion Criteria

  • Being diagnosed with Adolescent Idiopathic Scoliosis
  • Being the Cobb angle between 10 and 25 degrees on the anteroposterior radiograph
  • Being between the ages of 11 and 18
  • Volunteering to participate in the study

Exclusion Criteria

  • Having a history of spinal surgery and/or tumors
  • Using braces and insoles
  • Having a positive result of sharpened Romberg and Unterberger test
  • Having orthopedic problems affecting the lower extremities that may affect balance
  • Having problems with vision and/or hearing
  • Having a communication disability
  • Having difficulty with understanding given commands
  • Having neurological or cognitive impairments
  • Receiving conservative treatment for AIS

Outcomes

Primary Outcomes

Center of gravity

Time Frame: { 6 weeks}

The physiosoft Balance System is used to assess the location of the body's center of gravity using the Nintendo Wii Fit balance board. This system was developed by engineers and physiotherapists to measure static balance. The physiosoft Balance System is based on the principle of utilizing the Nintendo Wii Fit system through a computer and developing software specifically designed for objective assessment of balance on a balance board. This system evaluated the static standing balance, center of gravity location and postural oscillations of the participants.

Secondary Outcomes

  • Body Symmetry-Anterior({ 6 weeks})
  • Frontal-sagittal plan posture evaluation({ 6 weeks})
  • Body Symmetry-Posterior({ 6 weeks})
  • Deformity perception assessment({ 6 weeks})

Study Sites (1)

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