9 Participants Needed

VR Therapy using Meta Quest 2 for Hand and Wrist Injuries

DC
MJ
Overseen ByMichelle J Nordstrom
Age: 18+
Sex: Any
Trial Phase: Academic
Sponsor: Henry M. Jackson Foundation for the Advancement of Military Medicine
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

Trial Summary

What is the purpose of this trial?

This trial is testing a VR program that turns physical therapy exercises into games to help people with arm and hand impairments. The goal is to see if this makes them more likely to do their exercises and improve their function. Virtual reality (VR) has been increasingly used in rehabilitation to improve motor function, particularly for stroke patients.

Will I have to stop taking my current medications?

The trial information does not specify whether you need to stop taking your current medications. It's best to discuss this with the trial coordinators or your healthcare provider.

What data supports the effectiveness of the treatment Meta Quest 2 for hand and wrist injuries?

Research shows that virtual reality (VR) therapy, similar to Meta Quest 2, has been effective in improving hand function and mobility in stroke patients. Studies found that VR therapy can be more effective than traditional rehabilitation methods for upper limb recovery, suggesting potential benefits for hand and wrist injuries as well.12345

Is VR therapy using Meta Quest 2 generally safe for hand and wrist injuries?

Research on VR therapy, including studies using devices like the Oculus Quest, suggests it is generally safe for rehabilitation of hand and wrist injuries, with improvements in pain, range of motion, and grip strength observed in participants.16789

How does VR therapy using Meta Quest 2 for hand and wrist injuries differ from other treatments?

VR therapy using Meta Quest 2 is unique because it uses immersive virtual reality to engage patients in interactive exercises, which can enhance motivation and improve hand and wrist function more effectively than traditional physical therapy. This approach leverages the engaging nature of VR games to potentially increase patient adherence and enjoyment during rehabilitation.12101112

Eligibility Criteria

Inclusion Criteria

DoD Beneficiary
Cleared by research or clinical medical provider for participation
Must have demonstrated the ability for the Oculus to track all hand and wrist motions of interest (during an initial screening at baseline)
See 6 more

Exclusion Criteria

You have a history of seizures triggered by exposure to bright lights or flashes.
If you have lost parts of your arm, including fingers, it may not be possible for the virtual reality system to accurately track your movements.
You have experienced motion sickness, like feeling dizzy or nauseous, when using virtual reality (VR) equipment before.

Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Typical Home Exercise Program

Participants engage in a typical home exercise program for upper extremity rehabilitation

4 weeks
Baseline visit

VR Rehabilitation

Participants use a VR headset in conjunction with their home exercise program to enhance rehabilitation

4 weeks
Midpoint and final visits

Follow-up

Participants are monitored for compliance and functional outcomes after completing the VR rehabilitation

4 weeks

Treatment Details

Interventions

  • Meta Quest 2
Participant Groups
1Treatment groups
Experimental Treatment
Group I: Virtual Reality to Enhance Upper Extremity Physical Therapy and RecoveryExperimental Treatment1 Intervention
This is a descriptive study assessing the feasibility of using VR rehabilitation with unilateral (or bilateral) impairment of the arm, wrist, and or hand resulting in reduced range of motion, dexterity, and/or strength of the hand. Phase I: Typical Home Exercise Program, Phase II: Use of VR headset in conjunction with current Home Exercise Program. Intervention sessions include the baseline, midpoint and final visits.

Find a Clinic Near You

Who Is Running the Clinical Trial?

Henry M. Jackson Foundation for the Advancement of Military Medicine

Lead Sponsor

Trials
103
Recruited
94,300+

Johns Hopkins University

Collaborator

Trials
2,366
Recruited
15,160,000+

Walter Reed National Military Medical Center

Collaborator

Trials
149
Recruited
33,800+

Findings from Research

In a study involving 105 stroke patients, both Nintendo Wii gaming and conventional therapy did not show significant improvements in upper limb recovery compared to a control group after 12 sessions over 3 weeks.
The primary outcome measure, the Fugl-Meyer assessment, and secondary measures indicated no differences in recovery outcomes among the three groups at the end of the intervention or at follow-up periods of 4 and 8 weeks.
Efficacy of a Virtual Reality Commercial Gaming Device in Upper Limb Recovery after Stroke: A Randomized, Controlled Study.Kong, KH., Loh, YJ., Thia, E., et al.[2019]

References

Game-Based Virtual Reality System for Upper Limb Rehabilitation After Stroke in a Clinical Environment: Systematic Review and Meta-Analysis. [2022]
Perspectives of Motor Functional Upper Extremity Recovery with the Use of Immersive Virtual Reality in Stroke Patients. [2023]
Efficacy of a Virtual Reality Commercial Gaming Device in Upper Limb Recovery after Stroke: A Randomized, Controlled Study. [2019]
4.Russia (Federation)pubmed.ncbi.nlm.nih.gov
[Effectiveness of rehabilitation with virtual reality and biofeedback in recovery of hand function after stroke]. [2023]
A virtual reality based exercise system for hand rehabilitation post-stroke: transfer to function. [2020]
Face Validity and Content Validity of a Game for Distal Radius Fracture Rehabilitation. [2020]
Immersive virtual reality in children with upper limb injuries: Findings from a feasibility study. [2022]
Gamification for Distal Radius Fracture Rehabilitation: A Randomized Controlled Pilot Study. [2022]
Telerehabilitation using the Rutgers Master II glove following carpal tunnel release surgery: proof-of-concept. [2007]
Intensive virtual reality-based training for upper limb motor function in chronic stroke: a feasibility study using a single case experimental design and fMRI. [2022]
11.United Statespubmed.ncbi.nlm.nih.gov
An augmented reality home-training system based on the mirror training and imagery approach. [2022]
Computer-guided mental practice in neurorehabilitation. [2016]