60 Participants Needed

TeleRehab for Traumatic Brain Injury

EK
Overseen ByEmma Kaplan
Age: 18+
Sex: Any
Trial Phase: Academic
Sponsor: Kessler Foundation
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

Trial Summary

What is the purpose of this trial?

The study aims to inform the subsequent large-scale clinical trial focused on using telerehabilitation techniques and technologies to improve upper limb function and quality of life.

Will I have to stop taking my current medications?

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

What data supports the effectiveness of the treatment Exergame, Active Video Game, Interactive Video Game, Physical Gaming, Exercise Game, HAHE for traumatic brain injury?

Research shows that using gaming consoles for exercise can improve endurance, walking ability, and balance in people with brain injuries. Additionally, studies on similar video game-based therapies have shown benefits in motor function recovery for stroke patients, suggesting potential effectiveness for traumatic brain injury rehabilitation.12345

Is TeleRehab using exergames safe for humans?

Research on exergames, including studies on stroke survivors and people with brain injuries, suggests they are generally safe for use in rehabilitation. These studies did not report significant adverse effects, indicating that exergames can be a safe option for physical rehabilitation at home.12567

How is the Exergame treatment for traumatic brain injury different from other treatments?

The Exergame treatment for traumatic brain injury is unique because it combines physical exercise with gaming in a home-based setting, allowing patients to engage in motor-cognitive training that is remotely supervised by healthcare professionals. This approach makes rehabilitation more accessible and engaging compared to traditional methods, which often require in-person visits.5891011

Research Team

PC

Peii Chen, PhD

Principal Investigator

Kessler Foundation

Eligibility Criteria

This trial is for individuals with chronic traumatic brain injury (TBI) who are experiencing difficulties with arm and hand functions. Specific eligibility criteria details are not provided, but typically participants must meet certain health conditions to be included.

Inclusion Criteria

Time post injury > 12 months
Moderate-to-severe TBI
One of my arms is weaker than the other and it affects how I use it.
See 2 more

Exclusion Criteria

Living outside of the 50-mile radius of Kessler Foundation (West Orange, NJ)
My arm's movement is very limited or I can move it normally.
I experience severe pain during movement evaluations.
See 4 more

Timeline

Screening

Participants are screened for eligibility to participate in the trial

4 weeks
1 visit (virtual)

Treatment

Participants engage in 30 one-hour sessions of upper limb exercises over 6 weeks using either the HAHE or Exergame program

6 weeks
Weekly video call consultations

Follow-up

Participants are monitored for changes in upper limb function and quality of life after treatment

4 weeks
1 visit (virtual)

Treatment Details

Interventions

  • Exergame
  • HAHE
Trial Overview The study is testing the effectiveness of telerehabilitation techniques, including an 'Exergame' and a method called HAHE, in improving upper limb function for people with TBI. It's a preliminary step towards a larger clinical trial.
Participant Groups
2Treatment groups
Experimental Treatment
Group I: Home-based Arm and Hand Exercise (HAHE)Experimental Treatment1 Intervention
An occupational therapist (OT) will incorporate participants' preference, goals, and current function to co-create UL exercise activities with participants. The exercise activities will be based on real-life activities that participants are familiar with. During the 6-week TeleRehab period, participants will complete 30 one-hour sessions of UL exercise activities, on their own without immediate supervision.
Group II: ExergameExperimental Treatment1 Intervention
An occupational therapist (OT) will incorporate participants' preference, goals, and current function to select UL exercise activities with participants from the RehabKit program software. During the 6-week TeleRehab period, participants will complete 30 one-hour sessions of UL exercise activities, on their own without immediate supervision.

Find a Clinic Near You

Who Is Running the Clinical Trial?

Kessler Foundation

Lead Sponsor

Trials
190
Recruited
11,300+

New Jersey Commission on Brain Injury Research

Collaborator

Trials
6
Recruited
180+

Findings from Research

Gaming console exercise is feasible for individuals with acquired brain injury (ABI), showing high compliance (99%) and no adverse events during an 8-week trial involving 21 participants.
While the gaming console exercise did not lead to significant improvements in endurance, gait, or balance compared to usual therapy alone, it may enhance engagement in therapy, suggesting potential benefits for motivation and participation.
Feasibility of gaming console exercise and its effect on endurance, gait and balance in people with an acquired brain injury.McClanachan, NJ., Gesch, J., Wuthapanich, N., et al.[2019]
The study involved 24 adolescents aged 9-18 with mild traumatic brain injuries (MTBI) and evaluated the Nintendo Wii as a tool for assessing exertion and balance in a clinical setting.
The Wii Fit Running game was found to significantly increase heart rate and caloric expenditure, suggesting it could be useful for evaluating exercise tolerance post-concussion, although balance loss during gameplay did not correlate with traditional balance assessments.
Evaluating the Nintendo Wii for assessing return to activity readiness in youth with mild traumatic brain injury.DeMatteo, C., Greenspoon, D., Levac, D., et al.[2019]
A low-cost gaming station designed for pediatric arm and hand therapy was found to be highly usable by therapists, scoring 76.7 on the System Usability Scale, indicating it is practical for clinical use.
Children with cerebral palsy using the gaming station showed significant improvements in therapy goals, with notable increases in performance and satisfaction scores on the Canadian Occupational Performance Measure after 12 weeks of therapy.
Force Resistance Training in Hand Grasp and Arm Therapy: Feasibility of a Low-Cost Videogame Controller.Hernández, HA., Khan, A., Fay, L., et al.[2019]

References

Feasibility of gaming console exercise and its effect on endurance, gait and balance in people with an acquired brain injury. [2019]
Evaluating the Nintendo Wii for assessing return to activity readiness in youth with mild traumatic brain injury. [2019]
Force Resistance Training in Hand Grasp and Arm Therapy: Feasibility of a Low-Cost Videogame Controller. [2019]
''Playstation eyetoy games'' improve upper extremity-related motor functioning in subacute stroke: a randomized controlled clinical trial. [2022]
Personalized 3D exergames for in-home rehabilitation after stroke: a pilot study. [2023]
Multi-Exergames to Set Targets and Supplement the Intensified Conventional Balance Training in Patients With Stroke: A Randomized Pilot Trial. [2020]
Commercial exergames for rehabilitation of physical health and quality of life: a systematic review of randomized controlled trials with adults in unsupervised home environments. [2023]
Acceptability and outcomes of an individualized exergaming telePT program for veterans with multiple sclerosis: a pilot study. [2022]
Development of a 3D immersive videogame to improve arm-postural coordination in patients with TBI. [2021]
A Newly Developed Exergame-Based Telerehabilitation System for Older Adults: Usability and Technology Acceptance Study. [2023]
11.United Statespubmed.ncbi.nlm.nih.gov
In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy. [2022]
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