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CompletedNCT02759328Updated May 3, 2016

Xbox Kinect™ Training for Stroke Rehabilitation

An interventional study of Xbox Kinect™ training and Conventional rehabilitation in Stroke, sponsored by Ankara University. Completed at 1 site in Turkey. Open to participants aged 18 Years to 80 Years. Per ClinicalTrials.gov, last updated 2016-05-03.

Sponsored by Ankara University · Not applicable, Interventional, and Treatment

Phase
Not applicable
Study type
Interventional
Enrollment
20
Allocation
Randomized
Ages
18 Years to 80 Years
Sex
All
01

Study summary

Commercial interactive game consoles including the Nintendo Wii™ and the Sony Playstation Eyetoy™ have been used in stroke rehabilitation with variable success and seemed to be safe, feasible and effective treatment options. The more recently released Xbox Kinect™ game console has superiorities to the others such as not requiring any special controller and having a more sensitive sensor which provides more accurate motion-capturing. However, there is limited evidence on clinical utility of the Xbox Kinect™ in stroke rehabilitation. Currently it has been designed for physically and mentally healthy people just like previous consoles. Therefore, the safety and feasibility of the system should be evaluated in first place before using it as an alternative or adjunctive training method in stroke patients. To the best of our knowledge, no studies have evaluated the clinical feasibility of the Xbox Kinect™ in stroke rehabilitation. The aim of this pilot study was to evaluate the feasibility and safety of the Xbox Kinect™ training of upper extremity in subacute stroke rehabilitation. The secondary aim was to evaluate its efficacy on upper extremity motor and functional recovery.

Read the detailed description

This study was planned as a single-blind, randomized controlled, pilot trial. It was approved by the Ankara University Faculty of Medicine Ethics Committee and was conducted in accordance with the Declaration of Helsinki. Stroke patients who were hospitalized for inpatient rehabilitation at the Ankara University Faculty of Medicine, Cebeci Research and Application Hospital, Physical Medicine and Rehabilitation Clinic from December 2012 to March 2014, were assessed to determine their eligibility for the study. All patients were diagnosed with stroke by a neurologist according to World Health Organization stroke definition and confirmed by neuroimaging (computed tomography or magnetic resonance imaging). All patients who fulfilled the inclusion criteria received a detailed explanation of the study and written informed consent was obtained from all participants prior to enrollment. Patient characteristics were collected at baseline including socio-demographic features (age, gender, marital status, educational level, vocation), stroke type, time from stroke onset to enrollment, affected side, handedness, comorbid conditions, spasticity grade (according to Modified Ashworth Scale) and motor recovery stages according to Brunnstrom Motor Assessment Scale (BMAS). Affected upper extremity was examined using the Box and Blocks Test (BBT) and the Wolf Motor Function Test (WMFT). Baseline level of functional independence was assessed using the Functional Independence Measure (FIM). Participants were randomly allocated to two groups; the experimental group and the control group. Both the experimental group and the control group received a conventional rehabilitation program for 4 weeks (60 minutes/day, 5 days/week). The experimental group underwent an additional training with the Xbox Kinect™ for 4 weeks (60 minutes/day, 5 days/week). The primary outcome measures of this pilot study are related to feasibility and safety of the Xbox Kinect™ in subacute stroke rehabilitation. Treatment attendance ratio, which is the proportion of the completed training time to the planned training time, was used as the primary feasibility outcome. The treatment attendance ratios were calculated for three different measurements: total training time, training time per session and the number of sessions. In addition, the result obtained from patient feedback survey was also used as a feasibility outcome. The ratio of patients who had adverse events related to the intervention or any serious adverse event during the study was defined as the primary safety outcome. Rating of perceived exertion measured according to the Borg 10 Point Scale was also used as a safety outcome. To determine the efficacy of the intervention, BBT, WMFT, FIM, BMAS were used as secondary outcome measures. Mean, standard deviation, median, min-max and percentile values were calculated for the socio-demographic and clinical features, primary and secondary outcome measures by descriptive statistics. The Shapiro-Wilk test was used for normality testing. The Wilcoxon signed rank test was used to evaluate differences within groups. The Mann Whitney U test was used to evaluate differences between groups. P value of less than .05 was considered as statistically significant.

02

Conditions studied

  • Stroke

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Keywords

  • Stroke
  • Rehabilitation
  • Serious games
  • Virtual reality
  • Xbox Kinect™
03

In context

Stroke

7,286 studies on the registry are indexed under Stroke; 2,007 are open to participants now.

This study's enrollment of 20 is below the median of 50 across 5,369 interventional studies indexed under Stroke.

Browse Stroke studies →

Lead sponsor

Ankara University is the lead sponsor of 312 studies on the registry; 68 are open to participants now.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
18 Years to 80 Years
Sexes eligible
All
Accepts healthy volunteers
No

Inclusion criteria

  • First-time ischemic or hemorrhagic stroke occurring in the last 9 months
  • Between 18 and 80 years of age
  • Brunnstrom motor recovery stage in the affected upper extremity ≥ 3
  • Ability to understand and follow simple explanations and commands
  • Mini-Mental State Examination score of ≥ 24

Exclusion criteria

Exclusion Criteria:

  • History of epilepsy or seizure (except childhood febrile seizures)
  • Arthritis or pain restricting the repetitive training of the affected upper extremity
  • Severe aphasia
  • Neglect phenomena
  • Cognitive or psychiatric disorders
  • ≥ Grade 3 spasticity in the affected upper extremity according to Modified Ashworth Scale
  • Medical conditions which may affect physical performance or the physical activity may become unsafe (unstable angina, myocardial infarction within the last 3 months, uncontrolled blood pressure, pulmonary disease, etc.)
  • Participation in another clinical trial
05

Study design

Phase
Not applicable
Primary purpose
Treatment
Allocation
Randomized
Intervention model
Parallel assignment
Masking
Single (Outcomes assessor)
Enrollment
20 participants (actual)

Study arms

  • Experimental
    Xbox Kinect™ training group

    60 minutes/day, 5 days/week, 4 weeks (20 sessions) conventional rehabilitation program plus 60 minutes/day, 5 days/week, 4 weeks (20 sessions) Xbox Kinect™ upper extremity training. Two games both of which require using upper extremities, were chosen and each game was played for 30 minutes per session.

    Behavioral: Xbox Kinect™ training

  • Active comparator
    Conventional rehabilitation group

    60 minutes/day, 5 days/week, 4 weeks (20 sessions) conventional rehabilitation program only. The treatment protocol was individualized according to the goals which were determined depending on each patient's needs and functional level.

    Behavioral: Conventional rehabilitation

Interventions

  • BehavioralXbox Kinect™ training

    Xbox Kinect™ (Xbox 360, Microsoft, United States) game console which is one of the commercial interactive game consoles was used. It was comprised of 3 components; Kinect™ sensor, Xbox 360™ game console and 42 inch Liquid crystal display (LCD) television.

  • BehavioralConventional rehabilitation

    The conventional rehabilitation program consisted of passive and active range of motion exercises, therapeutic stretching, muscle strengthening, neurophysiologic exercises, sitting, standing, balance and gait exercises, occupational therapy and activities of daily living training such as eating, grooming, dressing, toileting and transfer.

06

What researchers measure

Primary outcomes

  1. Treatment attendance ratios

    A feasibility outcome. The proportion of the completed training time to the planned training time.

    Time frame: Every training session during 4 weeks (total 20 sessions)

  2. Number of patients with adverse events

    A safety outcome.

    Time frame: Every training session during 4 weeks (total 20 sessions)

Secondary outcomes

  1. Box and Blocks Test

    Gross manual dexterity

    Time frame: Change from baseline at 4 weeks

  2. Wolf Motor Function Test

    Motor function of the upper extremity

    Time frame: Change from baseline at 4 weeks

  3. Functional Independence Measure

    Self-care subscale of FIM will be used to evaluate the upper extremity related functional independence level

    Time frame: Change from baseline at 4 weeks

  4. Brunnstrom Motor Assessment Scale

    Motor recovery of the upper extremity

    Time frame: Change from baseline at 4 weeks

  5. Patient feedback survey

    Participant's opinions related to ease-of-use and enjoyment of the game system, pain or fatigue during or after the training, duration of sessions, contribution to recovery, using as a treatment approach and suggestion to the other patients.

    Time frame: At 4 weeks (after completion of all treatment sessions (total 20 sessions))

  6. Borg 10 Point Scale

    A safety outcome. Rating of perceived exertion and fatigue.

    Time frame: Every training session during 4 weeks (total 20 sessions)

07

Study locations

1 site
  • Ankara University Faculty of Medicine, Cebeci Research and Application Hospital
    Ankara, 06620, Turkey
08

References and documents

Publications

  • Edmans J, Gladman J, Hilton D, Walker M, Sunderland A, Cobb S, Pridmore T, Thomas S. Clinical evaluation of a non-immersive virtual environment in stroke rehabilitation. Clin Rehabil. 2009 Feb;23(2):106-16. doi: 10.1177/0269215508095875. PubMed 19164398 ↗
  • Crosbie JH, Lennon S, Basford JR, McDonough SM. Virtual reality in stroke rehabilitation: still more virtual than real. Disabil Rehabil. 2007 Jul 30;29(14):1139-46; discussion 1147-52. doi: 10.1080/09638280600960909. PubMed 17613000 ↗
  • Laver KE, George S, Thomas S, Deutsch JE, Crotty M. Virtual reality for stroke rehabilitation. Cochrane Database Syst Rev. 2015 Feb 12;2015(2):CD008349. doi: 10.1002/14651858.CD008349.pub3. PubMed 25927099 ↗
  • Paquin K, Ali S, Carr K, Crawley J, McGowan C, Horton S. Effectiveness of commercial video gaming on fine motor control in chronic stroke within community-level rehabilitation. Disabil Rehabil. 2015;37(23):2184-91. doi: 10.3109/09638288.2014.1002574. Epub 2015 Jan 14. PubMed 25586794 ↗
  • Sveistrup H. Motor rehabilitation using virtual reality. J Neuroeng Rehabil. 2004 Dec 10;1(1):10. doi: 10.1186/1743-0003-1-10. PubMed 15679945 ↗
  • Pietrzak E, Cotea C, Pullman S. Using commercial video games for upper limb stroke rehabilitation: is this the way of the future? Top Stroke Rehabil. 2014 Mar-Apr;21(2):152-62. doi: 10.1310/tsr2102-152. PubMed 24710975 ↗
  • Thomson K, Pollock A, Bugge C, Brady M. Commercial gaming devices for stroke upper limb rehabilitation: a systematic review. Int J Stroke. 2014 Jun;9(4):479-88. doi: 10.1111/ijs.12263. Epub 2014 Mar 24. PubMed 24661797 ↗
  • Bower KJ, Clark RA, McGinley JL, Martin CL, Miller KJ. Clinical feasibility of the Nintendo Wii for balance training post-stroke: a phase II randomized controlled trial in an inpatient setting. Clin Rehabil. 2014 Sep;28(9):912-23. doi: 10.1177/0269215514527597. Epub 2014 Mar 25. PubMed 24668359 ↗
  • Pastor I, Hayes HA, Bamberg SJ. A feasibility study of an upper limb rehabilitation system using Kinect and computer games. Annu Int Conf IEEE Eng Med Biol Soc. 2012;2012:1286-9. doi: 10.1109/EMBC.2012.6346173. PubMed 23366134 ↗
  • Hors-Fraile S, Browne J, Brox E, Evertsen G. Evaluation of sensors for inputting data in exergames for the elderly. Stud Health Technol Inform. 2013;192:935. PubMed 23920709 ↗
  • Sin H, Lee G. Additional virtual reality training using Xbox Kinect in stroke survivors with hemiplegia. Am J Phys Med Rehabil. 2013 Oct;92(10):871-80. doi: 10.1097/PHM.0b013e3182a38e40. PubMed 24051993 ↗
  • Lee G. Effects of training using video games on the muscle strength, muscle tone, and activities of daily living of chronic stroke patients. J Phys Ther Sci. 2013 May;25(5):595-7. doi: 10.1589/jpts.25.595. Epub 2013 Jun 29. PubMed 24259810 ↗
  • Fernandes AB, Passos JO, Brito DP, Campos TF. Comparison of the immediate effect of the training with a virtual reality game in stroke patients according side brain injury. NeuroRehabilitation. 2014;35(1):39-45. doi: 10.3233/NRE-141105. PubMed 24990008 ↗
  • Bao X, Mao Y, Lin Q, Qiu Y, Chen S, Li L, Cates RS, Zhou S, Huang D. Mechanism of Kinect-based virtual reality training for motor functional recovery of upper limbs after subacute stroke. Neural Regen Res. 2013 Nov 5;8(31):2904-13. doi: 10.3969/j.issn.1673-5374.2013.31.003. PubMed 25206611 ↗
  • Song GB, Park EC. Effect of virtual reality games on stroke patients' balance, gait, depression, and interpersonal relationships. J Phys Ther Sci. 2015 Jul;27(7):2057-60. doi: 10.1589/jpts.27.2057. Epub 2015 Jul 22. PubMed 26311925 ↗
  • Rajaratnam BS, Gui Kaien J, Lee Jialin K, Sweesin K, Sim Fenru S, Enting L, Ang Yihsia E, Keathwee N, Yunfeng S, Woo Yinghowe W, Teo Siaoting S. Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke? Rehabil Res Pract. 2013;2013:649561. doi: 10.1155/2013/649561. Epub 2013 Aug 18. PubMed 24024033 ↗
  • Bohannon RW, Smith MB. Interrater reliability of a modified Ashworth scale of muscle spasticity. Phys Ther. 1987 Feb;67(2):206-7. doi: 10.1093/ptj/67.2.206. PubMed 3809245 ↗
  • Gregson JM, Leathley M, Moore AP, Sharma AK, Smith TL, Watkins CL. Reliability of the Tone Assessment Scale and the modified Ashworth scale as clinical tools for assessing poststroke spasticity. Arch Phys Med Rehabil. 1999 Sep;80(9):1013-6. doi: 10.1016/s0003-9993(99)90053-9. PubMed 10489001 ↗
  • Desrosiers J, Bravo G, Hebert R, Dutil E, Mercier L. Validation of the Box and Block Test as a measure of dexterity of elderly people: reliability, validity, and norms studies. Arch Phys Med Rehabil. 1994 Jul;75(7):751-5. PubMed 8024419 ↗
  • Ahmed S, Mayo NE, Higgins J, Salbach NM, Finch L, Wood-Dauphinee SL. The Stroke Rehabilitation Assessment of Movement (STREAM): a comparison with other measures used to evaluate effects of stroke and rehabilitation. Phys Ther. 2003 Jul;83(7):617-30. PubMed 12837123 ↗
  • Wolf SL, Lecraw DE, Barton LA, Jann BB. Forced use of hemiplegic upper extremities to reverse the effect of learned nonuse among chronic stroke and head-injured patients. Exp Neurol. 1989 May;104(2):125-32. doi: 10.1016/s0014-4886(89)80005-6. PubMed 2707361 ↗
  • Wolf SL, Thompson PA, Morris DM, Rose DK, Winstein CJ, Taub E, Giuliani C, Pearson SL. The EXCITE trial: attributes of the Wolf Motor Function Test in patients with subacute stroke. Neurorehabil Neural Repair. 2005 Sep;19(3):194-205. doi: 10.1177/1545968305276663. PubMed 16093410 ↗
  • Morris DM, Uswatte G, Crago JE, Cook EW 3rd, Taub E. The reliability of the wolf motor function test for assessing upper extremity function after stroke. Arch Phys Med Rehabil. 2001 Jun;82(6):750-5. doi: 10.1053/apmr.2001.23183. PubMed 11387578 ↗
  • Kucukdeveci AA, Yavuzer G, Elhan AH, Sonel B, Tennant A. Adaptation of the Functional Independence Measure for use in Turkey. Clin Rehabil. 2001 Jun;15(3):311-9. doi: 10.1191/026921501676877265. PubMed 11386402 ↗
  • Borg GA. Psychophysical bases of perceived exertion. Med Sci Sports Exerc. 1982;14(5):377-81. PubMed 7154893 ↗
  • Dobkin BH. Training and exercise to drive poststroke recovery. Nat Clin Pract Neurol. 2008 Feb;4(2):76-85. doi: 10.1038/ncpneuro0709. PubMed 18256679 ↗
  • Bower KJ, Louie J, Landesrocha Y, Seedy P, Gorelik A, Bernhardt J. Clinical feasibility of interactive motion-controlled games for stroke rehabilitation. J Neuroeng Rehabil. 2015 Aug 2;12:63. doi: 10.1186/s12984-015-0057-x. PubMed 26233677 ↗
  • Saposnik G, Teasell R, Mamdani M, Hall J, McIlroy W, Cheung D, Thorpe KE, Cohen LG, Bayley M; Stroke Outcome Research Canada (SORCan) Working Group. Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle. Stroke. 2010 Jul;41(7):1477-84. doi: 10.1161/STROKEAHA.110.584979. Epub 2010 May 27. PubMed 20508185 ↗

Individual participant data

Plan to share: No

09

Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on May 3, 2016, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
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Registry details

Key details

Study ID
NCT02759328
Lead sponsor
Ankara University
Responsible party
Haydar Gok (Professor of Physical Medicine and Rehabilitation, Ankara University) — Principal investigator
First posted
May 3, 2016
Start date
Dec 2012
Primary completion
Mar 2014
Completion
Mar 2014
Last update
May 3, 2016

Study contacts

Haydar GOK, Professor
principal investigator · Ankara University

Oversight

Data monitoring committee
No
View the source record on ClinicalTrials.gov ↗

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