An interventional study of Xbox One Kinect Gaming in Traumatic Brain Injury, sponsored by Washington D.C. Veterans Affairs Medical Center. Completed at 1 site in United States. Open to participants aged 18 Years to 65 Years. Per ClinicalTrials.gov, last updated 2017-06-15.
Sponsored by Washington D.C. Veterans Affairs Medical Center · Not applicable, Interventional, and Treatment
This study will evaluate the potential for improving balance for a single individual with a history of traumatic brain injury (TBI). The participant will engage in supervised therapy using commercial games on the Xbox Kinect. This study will also evaluate the viability of improving cardiovascular fitness using this intervention as well. The investigators hypothesize that balance improvements will occur and that using the Xbox Kinect is a viable way of improving cardiovascular fitness.
Various forms of virtual reality (VR) training have been recently used for rehabilitation of neurological impairments including postural stability and coordination. Virtual reality training has also been shown to increase motivation and attention through its use of novel goal-directed challenges. The Xbox Kinect gaming system allows the Veteran to perform challenging full-body and goal-oriented activities. Balance improvements using laboratory developed games have been demonstrated in those with a history of TBI. However, the investigators are specifically interested if improvements can be made using commercial games which can be utilized in physical therapy clinics more readily. Exercise gaming has been shown to provide adequate intensity exercise to improve heart health in the healthy population. However, such benefits have not yet been investigated using the Xbox Kinect for individuals with a history of TBI.
2,113 studies on the registry are indexed under Brain Injuries; 385 are open to participants now.
This study's enrollment of 1 is below the median of 48 across 1,331 interventional studies indexed under Brain Injuries.
Browse Brain Injuries studies →Washington D.C. Veterans Affairs Medical Center is the lead sponsor of 19 studies on the registry; 6 are open to participants now.
Counted across the registry records on this site, refreshed daily.
Exclusion Criteria:
15 sessions of supervised physical therapy using 2 commercially available Xbox One Kinect game.
Other: Xbox One Kinect Gaming
The Veteran completed 15 sessions of supervised VR training. Each session lasted between 50 and 60 minutes in total. The intervention utilized 2 commercially available Xbox One Kinect games called "Shape Up" and "Kinect Sports: Rivals" to challenge both cardiovascular and balance systems. Each game is composed of mini-games (MG). Each MG lasted between 1:30 minutes to 4:00 minutes. Both games were played for approximately 25 minutes during each session. Rest breaks were allowed as the participant required them. Guarding by a therapist was provided dependent on the challenge of the game and the participant's abilities.
Dynamic Gait Index (DGI)
The DGI is a common clinical measure used to evaluate dynamic balance and coordination during a person's daily activities. This test was developed by Shumway-Cook and features 8-items which assess a person's ability to walk while turning their head, changing speed, and navigating obstacles. The DGI is scored from 0 to 24 where higher scores indicate higher dynamic balance function.
Time frame: Changes from (Baseline) Weeks 1,2,3,4,6,13,14 to (Intervention) Weeks 1, 3, 4, 6, 8 and to (Retention) Weeks 1, 2, 3, 4, 5
Limits of Stability (LOS) - Directional Control
The LOS is performed on the NeuroCom Balance Manager. The LOS test is a goal-directed weight shifting task. The LOS-directional control measures the accuracy of an individual's movement of center of gravity during the task compared to a straight line. This is reported as a percentage without units.
Time frame: (Baseline) Weeks 1,2,3,4,6,13,14; (Intervention) Weeks 1, 3, 4, 6, 8; (Retention) Weeks 1, 2, 3, 4, 5
Heart Rate at End of Mini-game
Heart rated recorded using heart monitor and chest strap at the end of each mini-game.
Time frame: (Intervention) 2 times per week for 8 weeks
Heart Rate at Beginning of Mini-game
Heart rated recorded using heart monitor and chest strap at the beginning of each mini-game.
Time frame: (Intervention) 2 times per week for 8 weeks
Total Activity Time (TAT)
TAT is a measure of the total time that the Veteran will be participating in mini-game challenges during the 60 minute intervention session.
Time frame: (Intervention) 2 times per week for 8 weeks
Time in Therapeutic Heart Rate Range (TTR)
TTR is the amount of time the Veteran spends within a target heart range of moderate to vigorous exercise prescribed as greater than 40% heart rate reserve.
Time frame: (Intervention) 2 times per week for 8 weeks
One Veteran recruited from Polytrauma department of Washington DC VA Medical Center during April 2015.
| Milestone | Xbox One Kinect Gaming |
|---|---|
| Started | 1 |
| Completed | 1 |
| Not completed | 0 |
The DGI is a common clinical measure used to evaluate dynamic balance and coordination during a person's daily activities. This test was developed by Shumway-Cook and features 8-items which assess a person's ability to walk while turning their head, changing speed, and navigating obstacles. The DGI is scored from 0 to 24 where higher scores indicate higher dynamic balance function.
| units on a scale | Xbox One Kinect Gaming |
|---|---|
| Baseline | 12 ± 0.38 |
| Intervention | 17 ± 2.28 |
| Retention | 19 ± 0 |
The LOS is performed on the NeuroCom Balance Manager. The LOS test is a goal-directed weight shifting task. The LOS-directional control measures the accuracy of an individual's movement of center of gravity during the task compared to a straight line. This is reported as a percentage without units.
| percentage of accuracy | Xbox One Kinect Gaming |
|---|---|
| Baseline | 65 ± 4.64 |
| Intervention | 68 ± 3.77 |
| Retention | 67 ± 2.19 |
Heart rated recorded using heart monitor and chest strap at the end of each mini-game.
| Heart beats per minute | Xbox One Kinect Gaming |
|---|---|
| 1st 5 Interventions | 109.13 ± 12.65 |
| 2nd 5 interventions | 102.09 ± 5.78 |
| 3rd 5 interventions | 92.87 ± 3.07 |
Heart rated recorded using heart monitor and chest strap at the beginning of each mini-game.
| Heart beats per minute | Xbox One Kinect Gaming |
|---|---|
| 1st 5 Interventions | 90.71 ± 13.41 |
| 2nd 5 interventions | 87.79 ± 6.80 |
| 3rd 5 interventions | 77.95 ± 5.99 |
TAT is a measure of the total time that the Veteran will be participating in mini-game challenges during the 60 minute intervention session.
| Minutes | Xbox One Kinect Gaming |
|---|---|
| 1st 5 interventions | 27.13 ± 2.58 |
| 2nd 5 interventions | 32.85 ± 1.9 |
| 3rd 5 interventions | 30.5 ± 2.82 |
TTR is the amount of time the Veteran spends within a target heart range of moderate to vigorous exercise prescribed as greater than 40% heart rate reserve.
| Minutes | Xbox One Kinect Gaming |
|---|---|
| 1st 5 interventions | 48.87 ± 7.68 |
| 2nd 5 interventions | 51.20 ± 3.67 |
| 3rd 5 interventions | 38.33 ± 9.78 |
Collected over Weeks 13-21. Non-serious events are listed at a 0% frequency threshold.
| Group | Deaths | Serious | Other |
|---|---|---|---|
| Xbox One Kinect Gaming | — | 0/1 (0%) | 0/1 (0%) |
| Age, Categorical(Participants) | Xbox One Kinect Gaming |
|---|---|
| <=18 years | 0 |
| Between 18 and 65 years | 1 |
| >=65 years | 0 |
| Age, Continuous(years) | Xbox One Kinect Gaming |
|---|---|
| Mean | 37 ± 0 |
| Sex: Female, Male(Participants) | Xbox One Kinect Gaming |
|---|---|
| Female | 0 |
| Male | 1 |
Plan to share: Yes
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Washington D.C. Veterans Affairs Medical Center