30 Participants Needed

Augmented Reality Exercise for Cerebral Palsy

AP
Overseen ByAbigail Padilla, BS
Age: < 65
Sex: Any
Trial Phase: Academic
Sponsor: Children's Hospital Los Angeles
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

Trial Summary

Do I need to stop taking my current medications for this trial?

The trial information does not specify whether you need to stop taking your current medications.

What data supports the effectiveness of the treatment Augmented Reality Exergames for Cerebral Palsy?

Research shows that augmented reality games can improve the range of motion and muscle strength in children with spastic hemiplegic cerebral palsy, suggesting they may be effective for similar conditions. These games help children move their arms better and make their muscles stronger.12345

Is augmented reality exercise safe for humans?

Research on augmented reality exercises, including studies on children with cerebral palsy and people with developmental disabilities, shows that these interventions are generally safe and can improve physical abilities like muscle strength and balance.16789

How is the Augmented Reality Exergames treatment different from other treatments for cerebral palsy?

Augmented Reality Exergames are unique because they combine physical exercise with augmented reality (AR) technology, making exercise more engaging and interactive. This approach can increase motivation and physical activity levels, which is different from traditional therapies that may not incorporate gaming elements or AR technology.1011121314

What is the purpose of this trial?

Children with cerebral palsy (CP), Gross Motor Functional Classification Scale (GMFCS) I-II will be recruited to participate in a home based physical activity intervention for 4 weeks. Demographic data will be collected, and validated surveys assessing baseline physical activity level and mobility will be completed. Participants will have an exercise program assigned and will be given a logbook to record their exercise adherence. They will be assigned to the Augment Reality (AR) app group. The AR app group will have exercises administered through the AR app. At the end of the program, participants will complete final surveys and an exit interview.

Research Team

MB

Melissa Bent, MD

Principal Investigator

Children's Hospital Los Angeles

Eligibility Criteria

This trial is for English or Spanish-speaking children with cerebral palsy who can walk (GMFCS I-II) and have no major surgeries planned for their legs in the next 4 months. It's not for kids with moderate to severe cognitive delays, significant hearing or vision problems, or recent surgeries/fractures affecting activity.

Inclusion Criteria

I have been diagnosed with cerebral palsy.
I can walk without assistance.
I do not plan to have leg surgery in the next 4 months.

Exclusion Criteria

I have a significant learning or developmental delay.
I have significant hearing or vision loss.
I had surgery or a bone break in the last 4 months affecting my movement.

Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks
1 visit (virtual or in-person)

Treatment

Participants engage in a home-based physical activity intervention using an AR app for 4 weeks

4 weeks
Weekly virtual check-ins

Follow-up

Participants complete final surveys and an exit interview to assess the intervention's impact

1-2 weeks
1 visit (virtual or in-person)

Treatment Details

Interventions

  • Augment Reality Exergames
Trial Overview The study tests if augmented reality exergames can increase physical activity over a 12-week period at home. Kids will be split into two groups randomly: one uses an AR app for exercises, while the other follows a traditional exercise program with handouts.
Participant Groups
1Treatment groups
Experimental Treatment
Group I: Augment Therapy appExperimental Treatment1 Intervention
The app will be implemented with the participant's compatible iPad that will be securely integrated with a network-server for real-time data access and storage. If the participant does not have a compatible device, this will be provided by the research team. Participants will be provided an on-site or virtual CHLA tutorial about using the app and set up of the gaming system. Participants will access their home program on the app at least for 20 minutes, 3 times a week over a 4-week period. A coordinator will check in virtually with the participant during the program. They will complete baseline and final surveys. Exercise data will be collected and stored through the Augment Therapy™ app and self log book.

Find a Clinic Near You

Who Is Running the Clinical Trial?

Children's Hospital Los Angeles

Lead Sponsor

Trials
257
Recruited
5,075,000+

Findings from Research

Augmented reality (AR) interventions significantly improved the range of motion (ROM) and muscle strength in the upper extremities of 30 children aged 6 to 12 with spastic hemiplegic cerebral palsy after 8 weeks of treatment.
Among the different AR games used, the 'Balance It' game led to the most notable improvement in elbow extension ROM compared to the 'Scoop'd' game, although there were no significant differences in muscle strength across the groups.
Effects of Augmented Reality Intervention on the Range of Motion and Muscle Strength of Upper Extremity in Children with Spastic Hemiplegic Cerebral Palsy: A Randomized Clinical Trial.Malick, WH., Butt, R., Awan, WA., et al.[2022]
A case report involving an adolescent with spastic diplegic cerebral palsy showed that using a low-cost gaming system (Wii) for rehabilitation resulted in significant improvements in visual-perceptual processing, postural control, and functional mobility after 11 training sessions.
This study demonstrates the feasibility of integrating commercially available gaming technology into rehabilitation programs for individuals with cerebral palsy, suggesting a potential new avenue for enhancing traditional therapy methods.
Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy.Deutsch, JE., Borbely, M., Filler, J., et al.[2022]
Augmented reality (AR) interventions significantly improved upper extremity function and balance in 30 children aged 6 to 12 years with spastic hemiplegic cerebral palsy after 8 weeks of gameplay.
Among the AR games tested, 'Balance It' showed the most promise in enhancing balance, although all games were effective and no significant differences were found in upper extremity function across the different games.
Effects of Augmented Reality Interventions on the Function of Upper Extremity and Balance in Children With Spastic Hemiplegic Cerebral Palsy: A Randomized Clinical Trial.Malick, WH., Butt, R., Awan, WA., et al.[2022]

References

Effects of Augmented Reality Intervention on the Range of Motion and Muscle Strength of Upper Extremity in Children with Spastic Hemiplegic Cerebral Palsy: A Randomized Clinical Trial. [2022]
Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy. [2022]
Effects of Augmented Reality Interventions on the Function of Upper Extremity and Balance in Children With Spastic Hemiplegic Cerebral Palsy: A Randomized Clinical Trial. [2022]
Clinician perspectives on the implementation of inpatient cycling-based exergames for children with cerebral palsy: A qualitative study. [2022]
A pilot single-blind multicentre randomized controlled trial to evaluate the potential benefits of computer-assisted arm rehabilitation gaming technology on the arm function of children with spastic cerebral palsy. [2021]
Exercise intensity of active video gaming in cerebral palsy: hip- versus wrist-worn accelerometer data. [2022]
Feasibility of using active video gaming as a means for increasing energy expenditure in three nonambulatory young adults with disabilities. [2012]
Effects of Augmented Reality-Based Dual-Task Program on Physical Ability by Cognitive Stage with Developmental Disabilities. [2023]
Active Video Gaming for Children with Cerebral Palsy: Does a Clinic-Based Virtual Reality Component Offer an Additive Benefit? A Pilot Study. [2018]
10.United Statespubmed.ncbi.nlm.nih.gov
Physiological Monitoring During Augmented Reality Exercise Confirms Advantages to Health and Well-Being. [2019]
11.United Statespubmed.ncbi.nlm.nih.gov
Xbox 360 Kinect Exergames for Health. [2022]
12.United Statespubmed.ncbi.nlm.nih.gov
Photorealistic Avatar and Teen Physical Activity: Feasibility and Preliminary Efficacy. [2023]
13.United Statespubmed.ncbi.nlm.nih.gov
Development of A Teen-Focused Exergame. [2022]
Exergames for health and fitness: the roles of GPS and geosocial apps. [2021]
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