An interventional study of Virtual Reality and Control intervention in Traumatic Brain Injury, Stroke and Acquired Brain Injury, sponsored by Sunnaas Rehabilitation Hospital. Status unknown at 1 site in Norway. Open to participants aged 18 Years to 65 Years. Per ClinicalTrials.gov, last updated 2022-11-08.
Sponsored by Sunnaas Rehabilitation Hospital · Not applicable, Interventional, and Treatment
One hundred participants with acquired brain injury (ABI) will be included in a randomized controlled trial, with one group playing a commercially available VR game and the control group doing activities in their everyday as cognitive training. The trial aims to investigate how VR can affect processing speed in the ABI population, and if these effects can transfer into everyday activities. The training will be performed in the participants homes, with assistance provided by the project group via phone or video conference. The training period will last five weeks. Participant's cognitive functions will be measured with questionnaires and neuropsychological tests at the start of the training period, at the end of training and sixteen weeks after the start of the intervention. In depth experiences with VR as a training method will be gathered through performing focus group interviews with some of the participants from the VR group, in addition to self-reported questionnaires from all the participants.
A randomized controlled trial (RCT) will be conducted where the experimental intervention is playing a commercial VR game. The VR group will follow a training regime of a 30 min VR session five times per week for 5 weeks. The control group will carry on with treatment as usual, in addition, participants will receive an information booklet covering cognitive training in everyday life. Baseline and outcome measures in terms of neuropsychological assessment and questionnaires will be performed at baseline (T1), at the end of the intervention period (T2) and at the 16-week follow-up (T3).
The VR group will train with a rhythm VR game that is considered as a good candidate for basic training of the multifaceted aspects of attention including speed of information processing, selection, sustained attention, shifting/dividing of attention, and working memory.
The VR game is selected on the grounds of clinical experience with VR training of processing speed, attention and working memory, and is also suggested in research as suitable games for cognitive rehabilitation.
2,114 studies on the registry are indexed under Brain Injuries; 386 are open to participants now.
This study's planned enrollment of 100 is above the median of 48 across 1,332 interventional studies indexed under Brain Injuries.
Browse Brain Injuries studies →Sunnaas Rehabilitation Hospital is the lead sponsor of 24 studies on the registry; 1 is open to participants now.
Counted across the registry records on this site, refreshed daily.
Exclusion Criteria:
Group 1 will play a VR game using an Oculus Quest 2 in a home setting
Device: Virtual Reality
The control group will be given a pamphlet containing exercises affecting working memory, attention and processing speed to be performed in a home setting
Other: Control intervention
Game to be played is a commercially available VR game
Also known as: Oculus Quest 2
Sodoku, crossword puzzles
Change in processing speed
Connors Continous Performance test 3rd edition, Coefficient of Variation
Time frame: Measured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)
Change in patient reported executive functioning
Behavior Rating Inventory of Executive function (BRIEF-A)
Time frame: Measured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)
Transfer effect to everyday activities
Patient Competency Rating Scale
Time frame: Measured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)
Change in working memory
Wechslers Adult Intelligence Scale IV, Backwards Digit Span
Time frame: Measured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)
Change in working memory
Wechslers Adult Intelligence Scale IV, Digit sequencing test
Time frame: Measured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)
Change in informant reported executive functioning
Behavior Rating Inventory of Executive function (BRIEF-A)
Time frame: Measured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)
Change in sustained attention
Connors Continous Performance test 3rd edition, Performance variability over time
Time frame: Measured at baseline, after the intervention period (5 weeks) and at follow-up (16 weeks after baseline)
Plan to share: No — Data will be deidentified and will not be made publicly available due to data protection regulations
No publications or documents are linked to this record.
This study is status unknown, as verified in Nov 2022. You cannot join it, but the record below documents what was studied.
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Sunnaas Rehabilitation Hospital