Use of Low-Cost Virtual Reality and Active Video Games to Improve Balance and Perceptual Skills in Children With Cerebral Palsy and Brain Injury
Trial Snapshot
- Phase
- Not Applicable
- Status
- Completed
- Enrollment
- 4
- Locations
- 1
- Primary Endpoint
- Change in Pediatric Evaluation of Disability Inventory Computer Adaptive Test
Study Overview
Brief Summary
The purpose of this pilot feasibility study is to assess the feasibility of using the Playstation Xbox 360 and Rutgers V-step via a Kinect Sensor with active video game software as a part of a physical therapy intervention to improve obstacle negotiation, gait speed, and stair negotiation in ambulatory children with Cerebral Palsy (CP) hemiparesis or spastic diplegia, or non-progressive brain injury (BI). Children will be assessed using perceptual, balance, functional and gait assessments.
Study Design
- Study Type
- Interventional
- Allocation
- Randomized
- Intervention Model
- Parallel
- Primary Purpose
- Treatment
- Masking
- None
Eligibility Criteria
- Ages
- 7 Years to 17 Years (Child)
- Sex
- All
- Accepts Healthy Volunteers
- No
Inclusion Criteria
- •Diagnosis of Cerebral Palsy or Diagnosis of Acquired Brain Injury
- •Ambulatory with or without an assistive device x 150 feet
- •Cognition and attention ability sufficient to be successful in video game play and to follow instructions of the investigator.
- •Able to complete testing process.
- •Current patient at Blythedale Children's Hospital program (Expected Length of Stay/availability for study of approximately 8 weeks)
Exclusion Criteria
- •Any history of photosensitive epilepsy or seizures triggered by exposure to flashing lights, television or video games
- •Attention or behavior problems that prevent the successful completion of game play
- •Any acute musculoskeletal injury that limits weight bearing on one lower extremity (due to orthopedist concerns for fracture or injury)
- •Any medical condition that prevents the child from tolerating exercise due to cardiovascular conditions
Arms & Interventions
Video gaming
A child's usual physical therapy session will be replaced with a session utilizing Active video games and the Rutger's V-step.
Intervention: Active video gaming (Behavioral)
Usual care
Children will receive their usual care in the physical therapy program at Blythedale.
Intervention: Usual care physical therapy (Behavioral)
Outcomes
Primary Outcomes
Change in Pediatric Evaluation of Disability Inventory Computer Adaptive Test
Time Frame: From before intervention to immediately after intervention
The PEDI-CAT measures abilities in three functional domains: Daily Activities, Mobility and Social/Cognitive.
Secondary Outcomes
- Change in Functional Gait Assessment (FGA)(From before intervention to immediately after intervention)
- Change in 10 Meter walk test(From before intervention to immediately after intervention)
- Change in Four Square Step Test(From before intervention to immediately after intervention)
- Change in Visually guided weight shift ability as measured by the Smart Balance Master®(From before intervention to immediately after intervention)
- Change in Gross Motor Function Measure (GMFM) subtest D and E(From before intervention to immediately after intervention)
- Change in Motor Free Visual Perceptual Test (MVPT)-4(From before intervention to immediately after intervention)
- Change in Children's Assessment of Participation and Enjoyment(From before intervention to immediately after intervention)
