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VR Gaming Exercise for Cerebral Palsy

Phase 1
Waitlist Available
Led By Byron Lai, PhD
Research Sponsored by University of Alabama at Birmingham
Eligibility Criteria Checklist
Specific guidelines that determine who can or cannot participate in a clinical trial
Must have
Medical diagnosis of cerebral palsy
Be younger than 65 years old
Must not have
Cannot use their arms for exercise or a classification of GMFCS level V, which precludes the ability to use the Oculus Quest hand-held controllers
Timeline
Screening 3 weeks
Treatment Varies
Follow Up week 0, week 6, week 12
Awards & highlights

Summary

This trial will compare the effects of a 12-week home-based exercise program using VR technology to a control group who does no exercise. They will also interview participants to try and understand why people do or don't participate in the program.

Who is the study for?
This trial is for youth aged 13-24 with cerebral palsy who have a caregiver, can exercise using their arms, and aren't already highly active. They need physician clearance to participate and must have Wi-Fi at home. It's not for those who are completely blind or deaf, cannot use their arms for exercise, or do more than 150 minutes of moderate-to-vigorous exercise weekly.Check my eligibility
What is being tested?
The study tests if playing virtual reality games at home for 12 weeks can improve heart health in young people with cerebral palsy compared to waiting without treatment. Participants' experiences will also be explored through interviews after the gaming period or upon dropping out.See study design
What are the potential side effects?
Virtual reality exergaming may cause dizziness, nausea, eye strain, or motion sickness in some individuals. The risk of physical injury from accidental falls during gameplay should also be considered.

Eligibility Criteria

Inclusion Criteria

You may be eligible if you check “Yes” for the criteria below
Select...
I have been diagnosed with cerebral palsy.

Exclusion Criteria

You may be eligible for the trial if you check “No” for criteria below:
Select...
I cannot use my arms for exercise or hold and use controllers due to my physical condition.

Timeline

Screening ~ 3 weeks
Treatment ~ Varies
Follow Up ~week 0, week 6, week 12
This trial's timeline: 3 weeks for screening, Varies for treatment, and week 0, week 6, week 12 for reporting.

Treatment Details

Study Objectives

Outcome measures can provide a clearer picture of what you can expect from a treatment.
Primary outcome measures
Changes in C-reactive protein (hsCRP)
Changes in Hemoglobin A1C
Changes in body weight
+8 more
Secondary outcome measures
Adherence to the exercise intervention prescription
Compliance to the intervention coaching calls
Compliance to the remote data collections
+2 more

Trial Design

2Treatment groups
Experimental Treatment
Active Control
Group I: Immediate Start - Virtual Reality ExergamingExperimental Treatment1 Intervention
12 weeks of virtual reality active video gaming using immersive commercially available equipment, with adapted games for people to play in the seated position. Maintain normal eating/nutritional behaviors.
Group II: Wait-list ControlActive Control1 Intervention
Maintain habitual physical activity levels for 12 weeks, before receiving the same intervention. Maintain normal eating/nutritional behaviors.

Research Highlights

Information in this section is not a recommendation. We encourage patients to speak with their healthcare team when evaluating any treatment decision.
Mechanism Of Action
Side Effect Profile
Prior Approvals
Other Research
Common treatments for Cerebral Palsy (CP) aim to improve motor function, reduce spasticity, and enhance overall quality of life. Physical and occupational therapy focus on improving strength, coordination, and daily functional skills through targeted exercises. Orthotics and mobility devices support posture and movement, preventing deformities and enhancing independence. Medications like baclofen and botulinum toxin reduce muscle spasticity by interfering with nerve signals that cause muscle contractions. Virtual reality (VR) interventions, such as home-based exercise using VR gaming technology, provide an engaging and interactive environment that motivates patients to perform repetitive and task-specific exercises, which are crucial for motor learning and functional improvement. These treatments are essential for maximizing independence and participation in daily activities for CP patients.
The efficacy of virtual reality interventions compared with conventional physiotherapy in improving the upper limb motor function of children with cerebral palsy: a systematic review of randomised controlled trials.Integration of Motor Learning Principles Into Virtual Reality Interventions for Individuals With Cerebral Palsy: Systematic Review.The Effect of a Rehabilitation Specific Gaming Software Platform to Achieve Individual Physiotherapy Goals in Children with Severe Spastic Cerebral Palsy: A Randomized Crossover Trial.

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Logistics

Participation is compensated

You will be compensated for participating in this trial.

Who is running the clinical trial?

University of Alabama at BirminghamLead Sponsor
1,599 Previous Clinical Trials
2,287,886 Total Patients Enrolled
7 Trials studying Cerebral Palsy
338 Patients Enrolled for Cerebral Palsy
Byron Lai, PhDPrincipal InvestigatorUniversity of Alabama at Birmingham
1 Previous Clinical Trials
10 Total Patients Enrolled

Media Library

Virtual Reality Exergaming Clinical Trial Eligibility Overview. Trial Name: NCT05336227 — Phase 1
Cerebral Palsy Research Study Groups: Immediate Start - Virtual Reality Exergaming, Wait-list Control
Cerebral Palsy Clinical Trial 2023: Virtual Reality Exergaming Highlights & Side Effects. Trial Name: NCT05336227 — Phase 1
Virtual Reality Exergaming 2023 Treatment Timeline for Medical Study. Trial Name: NCT05336227 — Phase 1
~4 spots leftby Nov 2024