About this trial
Factors related to successful rehabilitation are often directly related to adherence; for instance, dosage, frequency, and intensity can burden the patient regarding time and motivational factors. Furthermore, surrounding salience, patients may lose interest or find an intervention boring after a few sessions. It is well documented that nonadherence not only impacts rehabilitation for the patient but can also further prolong treatment, and increase hospital and clinician costs, in addition to a higher prevalence of future comorbidities. Therefore, strategies that improve patient adherence can significantly help optimize patient care and treatment outcomes.
One avenue to increase patient adherence is through the gamification of rehabilitation therapies using virtual reality (VR). Gamification of rehabilitation therapy can make mass practice required in rehabilitation therapies seemingly fun and more personally engaging for the patient. Additionally, the immersive experience achieved through VR can further promote salience and be customizable to individual patient requirements. As VR systems are now highly portable and relatively simple to utilize, they can provide an excellent opportunity to continue rehabilitation practice on the home front. Overall, the VR gamification of rehabilitation may increase adherence by shifting patients' perspectives of therapy as tedious, boring, or a hassle, to a fun and engaging game that ultimately helps their recovery processes.
The GlenXRose VR-delivered speech-language therapies (Cognitive Projections Lab, University of Alberta) have been developed and piloted in collaboration with the Glenrose Rehabilitation Hospital with the overall goal of increasing patient adherence, treatment outcomes, and satisfaction with vocal therapy. The proposed studies are to investigate the feasibility of implementing this technology in routine clinical care (specific to voice disorders), obtaining clinician feedback, examining associated financial costs, and continuing to examine the effect of the GlenXRose VR speech-language therapies on patient adherence and clinical outcomes, compared to traditional clinical care.
Eligibility criteria
This trial does not accept healthy volunteersQualifiers
Adults receiving speech-language therapy at the Glenrose Rehabilitation Hospital (Edmonton, AB, Canada; Alberta Health Services)
Presence of a speech disorder
Proficiency in English
Able to provide signed informed consent to participate in the study
Disqualifiers
Severe cognitive impairments and/or behavioural impairments
Communication disorders that impact comprehension of verbal commands and understanding of scale used in the study
Previous history of neurological or psychiatric disorder
Substance use disorders
Trial design
Sequential
Treatments tested in this trial
GlenXRose Virtual Reality Speech Therapies
DeviceSpeech therapies for vocal cord disorders have been developed for virtual reality implementation. These include various games to interact with in a virtual environment while conducting rehabilitation therapy, in addition to educational visualizations
Treatment groups
Trial outcomes
Primary outcomes
Change in Frequency and Treatment Adherence Rates
Reported Frequency of Rehabilitation Therapy
Change in Generalization
Self-reported time using voice production techniques
Change in Compliance Rate
Self-reported time (using a visual analog scale)
Change in Voice Handicap Index - 10
Quantification of participant reported perspectives of voice impairment(s)
Sponsors and contacts
Click on the lead sponsor to view all of their trials.
University of Alberta
Lead sponsor
Alberta Health services
Collaborator