CI

At a glance

ClinicalIndex Comparison Record
N/ACompleted· 13 enrolled / 13 target
Drug / intervention
Virtual reality active video gaming using Nintendo switch sports +1 moredevice
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/NCT06023563
NCT06023563N/ACompletedUpdate Overdue (0.3/mo)Completion was 26mo ago

Effect of Virtual Reality-based Training on Postural Control in Youth With Autism Spectrum Disorder

Indiana University·interventional·Posted Sep 5, 2023·Updated Jun 2, 2026

In Brief

A clinical study evaluating Virtual reality active video gaming using Nintendo switch sports and Standard physical therapy balance exercises for Autism Spectrum Disorder. Completed, enrolled 13 participants across 1 site.

Signals

Enrollment appears stalled

Detailed Summary

The goal of this clinical trial is to assess the effect of short-term (3 days/week for 2 weeks) Virtual Reality (VR) active video gaming intervention on static and dynamic balance, versus traditional balance training exercises, in youth with ASD. The participants in the intervention group will engage in VR active video gaming using the Nintendo Switch Sports under supervision via Zoom for 6 sessions occurring over 2 weeks, from their home. While, the participants in the control group will engage in standard physical therapy exercises for balance and walking under supervision via Zoom, for 6 sessions occurring over 2 weeks, from their home. Their balance and walking will be assessed 3 times, 3-5 days before the intervention, 3-5 days after the intervention and 4-weeks after the intervention. * Participants static balance will be assessed by standing on pressure mat, under 2 conditions, eyes open and eyes closed for 30 seconds each. * The Pediatric Berg's balance Scale (PBS), a 14-point scale containing everyday activities, will be used as a clinical measure for assessing the static and dynamic balance. * 13-infra-red camera motion capture system, Qualisys, will be used for assessing the walking. The difference in the balance and walking parameters will be assessed and compared.

Study Details

Study Typeinterventional
Allocation--
Masking--
Primary Purpose--
CountriesUnited States
Collaborators--

Timeline

N/ACompletedFinished
202420252026
First PostedSep 5, 2023
Enrollment StartMay 15, 2023
Primary CompletionApr 19, 2024
TodayJul 2, 2026
Enrollment to primary: 11 monthsPosted 2.8 years ago

Arms & Interventions

Virtual reality active video gamingexperimental

The participants in this group will engage in VR active gaming using Nintendo Switch Sports under supervision via Zoom, for 6 sessions over 2 weeks.

Device: Virtual reality active video gaming using Nintendo switch sports
Standard balance exercisesactive_comparator

The participants in this group will engage in standard physical therapy exercises for balance and walking under supervision via Zoom, for 6 sessions over 2 weeks.

Behavioral: Standard physical therapy balance exercises

Interventions

Virtual reality active video gaming using Nintendo switch sportsdevice

Playing 2 pre-selected VR active video games from beach tennis, soccer, volleyball, badminton, bowling, and chambara for 10 minutes each with a 5 minute break in-between. Total duration 30-40 minutes.

Standard physical therapy balance exercisesbehavioral

Balance exercises: Standing with feet together for 10 seconds 5 times, standing with 1 foot in front of other for 10 seconds 5 times on both sides, standing on one leg for 10 seconds 5 times on both sides, walking with one foot in front of other on a 1-meter-long line for 5 repetitions and standing on a balance board for 30 seconds for 3 repetitions. 5 minutes each of warm-up and cool down exercises. Total duration 20-30 minutes.