ClinicalTrials.gg
Not yet recruitingNCT07586566Updated May 14, 2026

Virtual Reality Based Interventions After Brain Injury

An interventional study of VR/AR intervention in Acquired Brain Injury (Including Stroke), sponsored by Danderyd Hospital. Not yet recruiting at 1 site in Sweden. Open to participants aged 18 Years to 65 Years. Per ClinicalTrials.gov, last updated 2026-05-14.

Sponsored by Danderyd Hospital · Not applicable, Interventional, and Treatment

Phase
Not applicable
Study type
Interventional
Enrollment
15
Allocation
Non-randomized
Ages
18 Years to 65 Years
Sex
All
01

Study summary

After a brain injury, cognitive impairments are common, affecting an individual's independence and quality of life. Although various training programs are used in rehabilitation, it remains unclear how effective they are in real-life settings. The project now being planned at CogTech, a technology-driven rehabilitation unit at Danderyd Hospital, aims to evaluate new methods that can enhance both training effectiveness and motivation.

In the project, the effect of game-based training in virtual reality (VR) on cognition will be evaluated. VR offers a more realistic and engaging environment, which may improve the transfer of training outcomes to everyday situations. In this feasibility study, ten patients at the clinic will receive VR-training at 15 occasions in addition to rehabilitation as usual.

The results may contribute to the development of more individualized rehabilitation, reduced treatment times, and improved quality of life for people with brain injury.

Read the detailed description

The overarching aim of this project is to evaluate the effectiveness of CogTech's technology-assisted interventions on cognitive and visual functioning in patients undergoing rehabilitation following acquired brain injury. Within the scope of this umbrella project, the initial intervention to be evaluated is VR gaming. The first aim is to investigate the feasibility of a VR-game clinical trial. The feasibility study will be conducted with approximately ten patients. The primary aim of this phase is to inform key design decisions for a subsequent RCT (including 90 patients). Specifically, the feasibility study will evaluate: the suitability of different VR games and headsets, the optimal intensity and duration of the VR-based training sessions, and the appropriate level and format of therapist involvement during the intervention.

Participants will be recruited from both the inpatient and outpatient units at the Department of Rehabilitation Medicine, Danderyd Hospital. Before enrollment in a rehabilitation program, all patients are comprehensively assessed by the rehabilitation team ("the assessment phase", with a typical duration of two to three weeks). During this phase, a neuropsychological assessment is performed by a neuropsychologist and an activity-based assessment is performed by an occupational therapist. Based on these assessments, the rehabilitation team concludes whether attention deficits are present and direct attention training is indicated (Attention Process Training11 is the standard at the clinic). Participants will be recruited among these patients. The VR intervention will be offered as an add-on to the other interventions in the rehabilitation program. The content of the rehabilitation program varies between patients, but typically includes attention process training for attention deficits, strategy training for executive deficits and physiotherapy for physical and motor deficits. The length of the rehabilitation program is typically 12 to 16 weeks.

In the feasibility study, eligible patients will consequently be informed about the study after the clinical assessment phase and will be asked for informed consent (n=10). Following the recruitment to the VR-intervention, five patients will be asked to serve as control participants. They will undergo the baseline assessment and the post-intervention assessment, but will not do the VR-based training.

Following informed consent, baseline assessments will be conducted and demographic and injury-related data will be collected. Some of the tests that will be used in the study will already have been administered as part of the clinical routine. These tests will not be re-administered in the pre-assessment. Following informed consent, the clinical psychologist who has assessed the patient will hand over the test results along with demographic and injury-related data to the responsible researcher.

Post-intervention assessments will be conducted after the 5-week training period and before the patient is discharged. All measures from the pre-assessment will be readministered, except WAIS (Wechsler Adult Intelligence Scale)-IV Matrix Reasoning, Rey Auditory Verbal Learning Task, Rey Complex Figure Task. We do not expect an intervention effect on these measures but they are potentially modifiers of treatment effect. A satisfaction questionnaire developed in house will be used and will only be administered post-intervention.

In the feasibility study, the focus will be to evaluate different VR games and headsets, the optimal intensity and duration of the VR-based training sessions, and the appropriate level and format of therapist involvement during the intervention. Results on the SIMS and the satisfaction questionnaire will be emphasized, but pre- to post changes on all measures will be calculated.

02

Conditions studied

  • Acquired Brain Injury (Including Stroke)

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Keywords

  • cognition
  • rehabilitation
  • vr
  • virtual reality
  • ar
  • augmented reality
  • acquired brain injury
03

In context

Brain Injuries

946 studies on the registry are indexed under Brain Injuries; 235 are open to participants now.

This study's planned enrollment of 15 is below the median of 41 across 612 interventional studies indexed under Brain Injuries.

Browse Brain Injuries studies →

Lead sponsor

Danderyd Hospital is the lead sponsor of 60 studies on the registry; 13 are open to participants now.

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

04

Who can participate

Ages eligible
18 Years to 65 Years
Sexes eligible
All
Accepts healthy volunteers
No

Eligibility criteria

Inclusion Criteria:

Participants will be recruited from both the inpatient and outpatient units at the Department of Rehabilitation Medicine, Danderyd Hospital.

Inclusion criteria:

  1. Patients with acquired brain injury in need of multiprofessional rehabilitation admitted to the clinic are eligible if they
  2. are between 18 and 65 years;
  3. present with attention deficits and
  4. are deemed suitable for direct attention training by the rehabilitation team.

Exclusion Criteria:

  1. Epilepsy or suspected epilepsy;
  2. non-fluent in Swedish
  3. severe fatigue or/and cognitive dysfunction that makes participation difficult.
05

Study design

Phase
Not applicable
Primary purpose
Treatment
Allocation
Non-randomized
Intervention model
Parallel assignment
Masking
None (open label)
Enrollment
15 participants (estimated)

Study arms

  • Active comparator
    VR/AR intervention

    Participants will engage in cognitively demanding games such as Beat Saber, Zooma, or XR Brain Stimulation for 30-60 minutes, 3 days a week for 5 weeks using an augmented reality (AR) (RehAtt® XR) or VR headset (i.e., Meta Quest 3 or Oculus Rift S). Beat Saber and Zooma are both commercially available games. In Beat Saber players use two colored sabers to slice incoming music-synchronized blocks in the directions indicated, while also dodging obstacles like walls and bombs. Zooma involves shooting rolling colored balls to create matches before they reach the endpoint ("snapdragon"), using both hands for faster color-matching. XR Brain Stimulation is developed to be used in brain injury rehabilitation and involves 3D games in the form of holograms integrated in the real surroundings.

    Behavioral: VR/AR intervention

  • No intervention
    Control

    Five patients will be asked to serve as control participants. They will undergo the baseline assessment and the post-intervention assessment, but will not do the VR-based training.

Interventions

  • BehavioralVR/AR intervention

    Participants will engage in cognitively demanding games such as Beat Saber, Zooma, or XR Brain Stimulation for 30-60 minutes, 3 days a week for 5 weeks using an augmented reality (AR) (RehAtt® XR) or VR headset (i.e., Meta Quest 3 or Oculus Rift S). Beat Saber and Zooma are both commercially available games. In Beat Saber players use two colored sabers to slice incoming music-synchronized blocks in the directions indicated, while also dodging obstacles like walls and bombs. Zooma involves shooting rolling colored balls to create matches before they reach the endpoint ("snapdragon"), using both hands for faster color-matching. XR Brain Stimulation is developed to be used in brain injury rehabilitation and involves 3D games in the form of holograms integrated in the real surroundings.

06

What researchers measure

Primary outcomes

  1. WAIS-IV digit span

    Digit span forwards measures short-term memory, attention and auditory processing ability. Digit span backwards measures working memory and mental processing ability

    Time frame: before the intervention and within 3 weeks after the intervention

  2. WAIS-IV Coding

    measures processing speed.

    Time frame: before the intervention and within 3 weeks after the intervention

  3. Color-Word Interference Test

    measures cognitive flexibility and selective attention.

    Time frame: before the intervention and within 3 weeks after the intervention

  4. The Conners Continuous Performance Test (CPT)-III

    measures sustained attention, reaction time, and impulsivity.

    Time frame: before the intervention and within 3 weeks after the intervention

  5. d2 Test of Attention

    measures selective and sustained attention, concentration, and processing speed

    Time frame: before the intervention and within 3 weeks after the intervention

Secondary outcomes

  1. Hospital Anxiety and Depression Scale (HADS)

    a 14-item questionnaire used to screen for symptoms of anxiety and depression, particularly in medical settings.

    Time frame: before the intervention and within 3 weeks after the intervention

  2. Mental Fatigue Scale (MFS)

    a 15-item self-report questionnaire used to assess mental fatigue, often after brain injury, neurological illness, or concussion. It measures difficulties such as fatigue, lack of initiative, mental

    Time frame: before the intervention and within 3 weeks after the intervention

  3. The Rivermead Post-Concussion Symptoms Questionnaire (RPQ)

    a 16-item self-report tool used to measure the severity of post-concussion symptoms after a traumatic brain injury.

    Time frame: before the intervention and within 3 weeks after the intervention

  4. Canadian Occupational Performance Measurement (COPM)

    is a is a client-centered assessment that identifies daily activities a person wants, needs, or is expected to do but has difficulty performing. It uses a structured interview to help the client rate the importance, performance, and satisfaction of chosen activities. The scores are then used to guide treatment and measure change over time.

    Time frame: before the intervention and within 3 weeks after the intervention

  5. Patient Competency Rating Scale (PCRS)

    is a 30-item questionnaire in which the respondent on a 5-point Likert scale rate his or her degree of difficulty in a variety of everyday tasks.

    Time frame: before the intervention and within 3 weeks after the intervention

  6. Situational Motivation Scale (SIMS)

    consist of 16 items and measures intrinsic and extrinsic motivation in different situations and activities.

    Time frame: before the intervention and within 3 weeks after the intervention

  7. Satisfaction questionnaire

    A satisfaction questionnaire developed in-house

    Time frame: within 3 weeks after the intervention

07

Study locations

1 site
08

References and documents

Study documents

PDFs hosted by the registry, ClinicalTrials.gov.

Individual participant data

Plan to share: Undecided — Due to swedish legislation

09

Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on May 14, 2026, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
10

Registry details

Key details

Study ID
NCT07586566
Lead sponsor
Danderyd Hospital
Collaborators
Stiftelsen Promobila
Responsible party
Jonas Stenberg (PhD, Danderyd Hospital) — Principal investigator
First posted
May 14, 2026
Start date
Jun 1, 2026 (estimated)
Primary completion
Dec 31, 2027 (estimated)
Completion
Jul 31, 2028 (estimated)
Last update
May 14, 2026

Study contacts

Jonas Stenberg, PhD
Contact
jonas.stenberg@regionstockholm.se
0046702699536
Jonas Stenberg, PhD
principal investigator · Danderyd Hospital / Karolinska Institutet, Department of Clinical Sciences, Danderyd Hospital

Oversight

Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

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This study is not yet recruiting, as verified in May 2026. You cannot join it, but the record below documents what was studied.

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