Effect of Virtual Reality Mediated Gamified Rehabilitation in Children With Spastic Diplegic Cerebral Palsy

Trial statusRecruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age7-15
SponsorIbadat International University, Islamabad

About this trial

This randomized controlled trial aimed to evaluate the effectiveness of a Virtual Reality (VR)-mediated gamified rehabilitation program compared with conventional physical therapy in children with spastic diplegic cerebral palsy. Forty-two children aged 7-15 years with Gross Motor Function Classification System (GMFCS) Levels II and III were recruited from Rafsan Neuro Rehab Center, Peshawar. Participants were randomly allocated into two equal groups. The intervention group received VR-based gamified rehabilitation using Xbox Kinect along with physiotherapy, while the control group received conventional physiotherapy only. Both groups completed 18 treatment sessions over six weeks. Outcome measures included the Timed Up and Go Test (TUG), Pediatric Balance Scale (PBS), Trunk Impairment Scale (TIS), and Gross Motor Function Classification System (GMFCS). The findings demonstrated that VR-mediated rehabilitation significantly improved functional mobility, balance, and trunk control compared with conventional therapy. The study concludes that VR-based rehabilitation is an effective, motivating, and clinically useful intervention for children with spastic diplegic cerebral palsy and may improve rehabilitation outcomes and functional independence.

Eligibility criteria

This trial does not accept healthy volunteers

Qualifiers

Diagnosed with spastic diplegic cerebral palsy.

Age between 7-15 years.

GMFCS Level II or III.

Male and female participants.

Disqualifiers

Other neurological disorders.

Visual or hearing impairment.

Other types of cerebral palsy.

Severe cardiac disease.

Trial design

Design model

Parallel

Treatments tested in this trial

  • Experimental Group

    Other intervention

    Virtual Reality Mediated Gamified Rehabilitation Program using Xbox Kinect combined with conventional physiotherapy.

  • Control

    Other intervention

    Conventional Physiotherapy Program

Treatment groups

42 Participants
are divided into 2 treatment groups
Group A: Virtual Reality Mediated Gamified Rehabilitation ProgramExperimental treatment 1 intervention
Group B: Conventional Physiotherapy ProgramActive comparator 1 intervention

Trial outcomes

Primary outcomes

1

Timed Up and Go Test

Timed Up and Go Test score measures the time in seconds it takes a person to stand up from a chair, walk 3 meters (10 feet), turn around, walk back, and sit down.

Time frame
At baseline and after 6 weeks
2

Pediatric Balance Scale

Pediatric Balance Scale examines functional balance in the context of everyday tasks in the pediatric population. It consists of 14 tasks.

Time frame
baseline and after 6 weeks
3

Trunk Impairment Scale

Trunk Impairment Scale is a 17-item physical test. It measures trunk motor control, balance, and coordination in a sitting position.

Time frame
Baseline and after 6 weeks

Secondary outcomes

1

Gross Motor Function Classification System

Gross Motor Function Classification System is a five-level tool used to describe the self-initiated movement and mobility of children and youth with cerebral palsy.

Time frame
Baseline and after 6 weeks

Other outcomes

Sponsors and contacts

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