120 Participants Needed

Dance Therapy for Stroke

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TB
Overseen ByTanvi Bhatt, PhD
Age: 18+
Sex: Any
Trial Phase: Academic
Sponsor: University of Illinois at Chicago
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

Trial Summary

What is the purpose of this trial?

Neurological impairment is a devastating disease for patients and their families and a leading cause of adult disability. Traditional rehabilitative therapies can help regain motor function and ameliorate disability. However, health care reimbursed rehabilitation is usually provided for up to 6 months post stroke (3 months in form of inpatient therapy and 3 months in outpatient therapy). There are increasing community and other facilities offering rehabilitation in form of conventional, recreational and alternative (Yoga, Tai-chi) therapy. However, implementation of these conventional therapy techniques in individuals with neurological disorder impairments is tedious, resource-intensive, and costly, often requiring transportation of patients to specialized facilities. Based on recent evidence suggesting significant benefits of repetitive, task-orientated training, investigators propose to evaluate the feasibility of an alternative dance and gaming based virtual dance and gaming based therapy to improve overall physical function of community-dwelling individuals with neurological impairments, compared to conventional therapeutic rehabilitation. This pilot study aims to systematically obtain pilot data on compliance and efficacy as well as performing power analysis and sample size calculation for developing it into a randomized controlled trial for extramural funding purposes. The objective of the study is to determine the safety, feasibility, compliance and efficacy of an alternative dance and gaming-based virtual gaming therapy to improve overall physical function of community-dwelling individuals with neurologically impairment and compare it to that of conventional rehabilitation and also to determine the gains in community participation and integration with longer-term compliance to the dance and gaming -based intervention.

Will I have to stop taking my current medications?

The trial does not specify if you need to stop taking your current medications. However, if you have Parkinson's disease, your medication use should be stable.

What data supports the effectiveness of the treatment Virtual-reality based dance training for stroke rehabilitation?

Research shows that virtual reality (VR) and interactive video gaming can help improve motor function and daily activities in stroke patients. Additionally, VR-based physical therapy has been effective in improving balance, gait, and motor function in patients with motor deficits, suggesting potential benefits for stroke rehabilitation.12345

Is dance therapy using virtual reality safe for stroke patients?

Virtual reality games, like Wii Sports®, have been used safely as part of stroke rehabilitation, providing motivation and enjoyment during exercise without reported safety concerns.12467

How is virtual-reality based dance training different from other stroke treatments?

Virtual-reality based dance training is unique because it uses interactive video gaming to make rehabilitation more engaging and enjoyable, which can improve motivation and compliance compared to traditional therapies. This approach allows patients to practice movements in a simulated environment, potentially enhancing motor and cognitive recovery.24678

Research Team

TB

Tanvi Bhatt

Principal Investigator

University of Illinois Chicago

Eligibility Criteria

This trial is for adults aged 18-90 with a history of stroke, Parkinson's disease, or Multiple Sclerosis. They must be able to stand and walk (with aids if necessary), follow instructions in English, and have sufficient cognitive function. Stroke patients need some upper limb function; Parkinson's patients should be on stable medication without severe fluctuations; MS patients can't have severe disability.

Inclusion Criteria

Able to follow instructions provided in English
I can stand and walk on my own or with help like a cane or walker.
I have had a neurological condition like stroke, Parkinson's, or MS for over 6 months.
See 5 more

Exclusion Criteria

Uncontrolled hypertension (systolic blood pressure (SBP) > 165 mmHg and/or diastolic blood pressure (DBP) > 110 mmHg during resting)
I experience shortness of breath.
Participants unavailable for 12 weeks of participation
See 10 more

Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Treatment

Participants receive virtual-reality based dance training for 6 weeks using the Kinect dance game

6 weeks
20 sessions (in-person)

Follow-up

Participants are monitored for safety and effectiveness after treatment

4 weeks

Long-term compliance monitoring

Participants' compliance and gains in community participation and integration are evaluated

12 weeks

Treatment Details

Interventions

  • Virtual-reality based dance training
Trial OverviewThe study tests virtual-reality based dance training as an alternative therapy to improve physical function in individuals who've had a stroke. It compares the effectiveness of this innovative approach against conventional rehabilitation methods.
Participant Groups
1Treatment groups
Experimental Treatment
Group I: Virtual-reality based dance groupExperimental Treatment1 Intervention
Virtual-reality based dance training - Participants received Virtual-reality based dance training for 6 weeks using the commercially available Kinect dance game (Microsoft Inc., Redmond, WA, U.S.A.) "Just Dance 3". The six week session consisted of 5 sessions/week, next two weeks of 3 sessions/week and last two weeks of 2 sessions/week, for a total of 20 sessions. Participants played on 10 songs for the first 2 weeks, progressing to 12 songs during the 3nd and 4th weeks with an addition of 2 more songs of their choice during the last two weeks. Participants played on alternating slow- and fast-paced songs (each maximum of 4 minutes in duration) with a five minutes break after a set of one slow and fast song.

Find a Clinic Near You

Who Is Running the Clinical Trial?

University of Illinois at Chicago

Lead Sponsor

Trials
653
Recruited
1,574,000+

Findings from Research

Using commercial video games like the Nintendo Wii® in virtual reality rehabilitation for stroke patients showed significant improvements in dynamic balance, upper limb motor function, and quality of life, based on an integrative review of 13 studies involving 5-47 participants each.
The virtual reality interventions were found to be more effective than conventional treatments specifically for improving dynamic balance, although some studies did not report changes in static balance or daily living activities.
Virtual reality in the rehabilitation of patients with stroke: an integrative review.Aramaki, AL., Sampaio, RF., Reis, ACS., et al.[2020]
Virtual reality therapy significantly improves upper limb function and activities of daily living in stroke rehabilitation compared to conventional therapy, based on a review of 19 studies with 565 participants.
While virtual reality shows promise, it did not demonstrate significant effects on grip strength or gait speed, indicating that more research is needed to fully understand its benefits in stroke recovery.
Cochrane review: virtual reality for stroke rehabilitation.Laver, K., George, S., Thomas, S., et al.[2022]
A review of 121 papers on virtual reality (VR) for post-stroke rehabilitation found that only 64% explicitly defined VR, highlighting a need for consistent terminology in the field.
The study developed a new taxonomy categorizing 16 mixed reality systems based on display type, information mixing, and input devices, which could improve communication and understanding of the efficacy and feasibility of different VR rehabilitation systems.
The Use of the Term Virtual Reality in Post-Stroke Rehabilitation: A Scoping Review and Commentary.Huygelier, H., Mattheus, E., Abeele, VV., et al.[2023]

References

Virtual reality in the rehabilitation of patients with stroke: an integrative review. [2020]
Cochrane review: virtual reality for stroke rehabilitation. [2022]
The Use of the Term Virtual Reality in Post-Stroke Rehabilitation: A Scoping Review and Commentary. [2023]
Stroke patients' experiences with Wii Sports® during inpatient rehabilitation. [2016]
Improved Balance, Gait, and Lower Limb Motor Function in a 58-Year-Old Man with Right Hemiplegic Traumatic Brain Injury Following Virtual Reality-Based Real-Time Feedback Physical Therapy. [2023]
Sony PlayStation EyeToy elicits higher levels of movement than the Nintendo Wii: implications for stroke rehabilitation. [2016]
Games for Rehabilitation: Wii-based Movement Therapy Improves Poststroke Movement Ability. [2015]
Immersive Virtual Reality to Improve Outcomes in Veterans With Stroke: Protocol for a Single-Arm Pilot Study. [2021]