CI

At a glance

ClinicalIndex Comparison Record
N/ACompleted· 30 enrolled
Drug / intervention
Conventional therapy +1 moreother
Likely dose
Not stated in record
Structured eligibility isn't available for this trial yet — see the full criteria in the Eligibility tab below.

Standardized by ClinicalIndex from the ClinicalTrials.gov record · verify against the source.

Search/NCT04171908
NCT04171908N/ACompleted

Effects of a Semi-inmersive Virtual Reality Training Program on Muscle Strength, Coordination, Fatigue, Functionality and Quality of Life in Patients With Multiple Sclerosis

Universidad Rey Juan Carlos·interventional·Posted Nov 21, 2019·Updated Jun 23, 2023

In Brief

A clinical study evaluating Conventional therapy and semi-inversive tech for Multiple Sclerosis and 2 related conditions. Completed, enrolled 30 participants across 1 site.

Detailed Summary

Video games based on VR technology are emerging as valid tools used in neurorehabilitation for patients with neurological disorders, and as a low cost and easily accepted adjunct to traditional therapy. Standard games such as the Nintendo Wii, Playstation Move and Kinect plus XBOX 360 have been used in EM rehabilitation. However, often these are either too difficult for patients or the games progress too quickly, failing to provide impairment-focused training or specifically address patients' needs \[10\]. Therefore, it is necessary to develop specific serious games for EM patients. Serious games are defined as games designed for a primary purpose other than that of pure entertainment, and which promote learning and behavior changes for EM patients. In this context, gesture caption devices (such as MYO, LEAP or Joy Con´s Nintendo Switch), which uses a sensor that captures the movement of the patient's forearms and hands are really interesting in rehabilitation contexts. This generates a virtual image of the upper limbs on a computer screen and the patient is prompted to perform movements according to the functional task proposed. This system presents important advantages namely thanks to its portability, ease of use, commercial availability, low cost and non-invasive nature. However, evidence is lacking that supports the therapeutic use of semi-inmersive VR technology in the treatment of upper limb (UL) motor disorders in EM.

Study Details

Study Typeinterventional
Allocation--
Masking--
Primary Purpose--
CountriesSpain
Collaborators--

Timeline

N/ACompletedFinished
2020202120222023202420252026
First PostedNov 21, 2019
Enrollment StartNov 12, 2019
Primary CompletionMar 11, 2023
Study CompletionApr 11, 2023
TodayJul 2, 2026
Enrollment to primary: 3.3 yearsPosted 6.6 years ago

Interventions

Conventional therapyother

Conventional Physical therapy for the upper limb

semi-inversive techother

Conventional Physical therapy for the upper limb plus Semi-inversive tech