[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-study-detail:100650486":3},{"organization":4,"armGroups":7,"interventions":19,"overallOfficials":29,"centralContacts":33,"locations":44,"responsibleParty":63,"collaborators":38,"id":65,"slug":66,"hasResults":67,"nctId":68,"briefTitle":69,"officialTitle":70,"acronym":38,"eligibilityCriteria":71,"healthyVolunteers":67,"sex":72,"minAge":73,"maxAge":74,"enrollmentInfo":75,"targetDuration":38,"studyType":78,"phases":79,"briefSummary":81,"conditions":82,"keywords":84,"overallStatus":47,"whyStopped":38,"lastUpdateSubmitDate":88,"lastUpdatePostDateStruct":89,"startDateStruct":92,"completionDateStruct":94,"leadSponsor":96,"locationsCount":97},{"fullName":5,"class":6},"Ibadat International University, Islamabad","OTHER",[8,14],{"label":9,"type":10,"description":11,"interventionNames":12},"Virtual Reality Mediated Gamified Rehabilitation Program","EXPERIMENTAL","Virtual Reality Mediated Gamified Rehabilitation Program using Xbox Kinect combined with conventional physiotherapy.",[13],"Other: Experimental Group",{"label":15,"type":16,"description":15,"interventionNames":17},"Conventional Physiotherapy Program","ACTIVE_COMPARATOR",[18],"Other: Control",[20,24],{"type":6,"name":21,"description":11,"armGroupLabels":22,"otherNames":23},"Experimental Group",[9],[9],{"type":6,"name":25,"description":15,"armGroupLabels":26,"otherNames":27},"Control",[15],[28],"Conventional Physiotherapy",[30],{"name":31,"affiliation":5,"role":32},"Hafsah Arshad","PRINCIPAL_INVESTIGATOR",[34,40],{"name":35,"role":36,"phone":37,"phoneExt":38,"email":39},"Hafsah Arshad, Phd*","CONTACT","03315165234",null,"hafsah.arshad@uipt.iiui.edu.pk",{"name":41,"role":36,"phone":42,"phoneExt":38,"email":43},"Tazveena IIUI, MS (paeds)","03139367436","hafsaharshad@hotmail.com",[45],{"facility":46,"status":47,"city":48,"state":38,"zip":49,"country":50,"countryCode":51,"cosmosGeoPoint":52,"geoPoint":57,"contacts":58},"Ibadat International University","RECRUITING","Islamabad","47000","Pakistan","PK",{"type":53,"coordinates":54},"Point",[55,56],73.04329,33.72148,{"lat":56,"lon":55},[59,61],{"name":60,"role":36,"phone":37,"phoneExt":38,"email":39},"Hafsah Arshad, PhD*",{"name":62,"role":32,"phone":38,"phoneExt":38,"email":38},"Tazveena IIUI, MS (Paeds)",{"type":32,"investigatorFullName":31,"investigatorTitle":64,"investigatorAffiliation":5,"oldNameTitle":38,"oldOrganization":38},"Assistant professor","100650486","effect-of-virtual-reality-mediated-gamified-rehabilitation-in-children-with-spastic-diplegic-cerebral-palsy-100650486",false,"NCT07747961","Effect of Virtual Reality Mediated Gamified Rehabilitation in Children With Spastic Diplegic Cerebral Palsy","Effect of Virtual Reality Mediated Gamified Rehabilitation Program in Children With Spastic Diplegic Cerebral Palsy","Inclusion Criteria:\n\n* Diagnosed with spastic diplegic cerebral palsy.\n* Age between 7-15 years.\n* GMFCS Level II or III.\n* Male and female participants.\n* Able to follow verbal instructions. Exclusion Criteria\n* Other neurological disorders.\n* Visual or hearing impairment.\n* Other types of cerebral palsy.\n* Severe cardiac disease.\n* Orthopedic surgery within previous six months.\n* Recent Botulinum toxin injection.\n* Children taking antispastic or antiepileptic medication.\n* Uncooperative participants.","ALL","7 Years","15 Years",{"count":76,"type":77},42,"ESTIMATED","INTERVENTIONAL",[80],"NA","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.",[83],"Spastic Diplegic Cerebral Palsy",[85,86,87],"Spastic Diplegia","Gamified Rehabilitation","Gross Motor Function","2026-08-05",{"date":90,"type":91},"2026-08-10","ACTUAL",{"date":93,"type":91},"2026-03-03",{"date":95,"type":77},"2026-09-30",{"name":5,"class":6},1]