At a glance
ClinicalIndex Comparison Record- ✓Sustained traumatic brain injury more than 1 year prior to baseline assessments
- ✓Age 18-65 years old
- ✓Able to stand unsupported for at least 2 minutes
- ✓Able to ambulate on treadmill with bilateral hand support
- ✕Cardiac conditions that may cause sudden decompensation during cardiovascular testing and training (e.g., severe congestive heart failure, uncontrolled hypertension)
- ✕Significant cardiac history as defined by American College of Sports Medicine without physician approval prior to cardiac stress testing
- ✕Previous history of behavioral impairments (e.g., aggression or inappropriate actions) that would preclude participation in standard physical therapy
- ✕Lower extremity amputation
Standardized by ClinicalIndex from the ClinicalTrials.gov record · verify against the source.
Balance and Endurance Outcomes for Chronic TBI Using the Xbox Kinect
In Brief
A clinical study evaluating Xbox One Kinect Gaming for Traumatic Brain Injury. Completed, enrolled 1 participant across 1 site.
Detailed Summary
This study will evaluate the potential for improving balance for a single individual with a history of traumatic brain injury (TBI). The participant will engage in supervised therapy using commercial games on the Xbox Kinect. This study will also evaluate the viability of improving cardiovascular fitness using this intervention as well. The investigators hypothesize that balance improvements will occur and that using the Xbox Kinect is a viable way of improving cardiovascular fitness.
Study Details
Timeline
Interventions
The Veteran completed 15 sessions of supervised VR training. Each session lasted between 50 and 60 minutes in total. The intervention utilized 2 commercially available Xbox One Kinect games called "Shape Up" and "Kinect Sports: Rivals" to challenge both cardiovascular and balance systems. Each game is composed of mini-games (MG). Each MG lasted between 1:30 minutes to 4:00 minutes. Both games were played for approximately 25 minutes during each session. Rest breaks were allowed as the participant required them. Guarding by a therapist was provided dependent on the challenge of the game and the participant's abilities.