Efficacy and Safety of 6Degrees MyMove Interactive Virtual Reality Compared to Passive Virtual Reality in Subacute Stroke and Traumatic Brain Injury Rehabilitation: A Randomized Controlled Trial

Trial statusNot yet recruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age40+
SponsorReuth Rehabilitation Hospital

About this trial

Stroke and traumatic brain injury frequently result in persistent upper and lower limb motor impairment. While conventional rehabilitation improves outcomes, patient adherence and training intensity remain limiting factors. Immersive virtual reality (VR)-based therapy may enhance neuroplasticity by delivering high-intensity, task-oriented motor practice with enriched sensory feedback.

This randomized controlled trial evaluates the efficacy and safety of the 6Degrees MyMove interactive VR system compared to passive VR exposure in individuals undergoing subacute inpatient rehabilitation after stroke or traumatic brain injury. Sixty participants will be randomized 1:1 to receive either interactive VR-based motor training or passive VR viewing, in addition to standard rehabilitation care, three times weekly for eight weeks.

The primary objective is to determine whether interactive VR leads to greater improvement in motor function compared to passive VR. Secondary outcomes include dexterity, gait speed, functional independence, psychological status, adherence, usability, and safety.

Eligibility criteria

This trial does not accept healthy volunteers

Qualifiers

Time since neurological event: At least 2 weeks post-stroke or post-head injury.

Motor impairment: Upper extremities: Presence of hemiparesis without complete paralysis. Participants receiving rehabilitation focused on functional transfer to the contralateral hand using compensatory or adaptive motor learning strategies will also be eligible. Lower extremities: Presence of partial voluntary movement sufficient to allow participation in rehabilitation training.

Cognitive ability: Sufficient cognitive capacity to understand instructions and engage with VR-based training, as determined by the principal investigator and/or treating physician.

Medical stability: Medically stable condition allowing participation in the training.

Disqualifiers

Severe cognitive or language impairment: Cognitive deficits or language comprehension impairments that prevent safe and meaningful participation.

Neurological deficits interfering with VR: Severe hemispatial neglect or visual field deficits that interfere with VR use. Moderate neglect may be permitted at the investigator's discretion.

Uncontrolled epilepsy

Severe vestibular or vertigo disorders

Trial design

Design model

Parallel

Treatments tested in this trial

  • MyMove/VR system

    Device

    During each session, participants will engage in goal-directed motor exercises within an immersive VR environment delivered through a head-mounted display. Tasks are designed to promote range of motion, coordination, motor control, and functional movement. The system provides real-time visual and auditory feedback and adapts task difficulty based on individual performance and motor capacity.

  • Passive VR

    Device

    Participants in the control arm will receive immersive virtual reality exposure using a head-mounted display. The content will include movies, 360-degree videos, or virtual environments designed to provide audiovisual immersion without requiring active motor engagement or task performance.

Treatment groups

60 Participants
are divided into 2 treatment groups
Group A: MyMove/VR systemExperimental treatment 1 intervention
Group B: Passive VRActive comparator 1 intervention

Trial outcomes

Primary outcomes

1

Fugl-Meyer Assessment - Upper Extremity (FMA-UE)

A standardized, stroke-specific measure of upper-limb motor impairment assessing movement, coordination, and reflex activity. Scores range from 0 to 66, with higher scores indicating better motor function.

Time frame
Week 8 (Immediate post-intervention), 1 month follow-up, and 3 months follow-up

Secondary outcomes

1

Finger Tapping Test

A performance-based assessment of upper-limb motor speed and neuromotor control. Participants are instructed to tap a key or surface as rapidly as possible with the index finger over a fixed time interval. The total number of taps is recorded, with higher scores reflecting better motor speed and coordination.

Time frame
Week 8 (Immediate post-intervention), 1 month follow-up, and 3 months follow-up
2

Box and Blocks Test (BBT)

A standardized measure of gross manual dexterity in which participants are instructed to transfer as many blocks as possible, one at a time, from one compartment of a box to another within 60 seconds. The total number of blocks successfully transferred is recorded. Higher scores indicate better manual dexterity.

Time frame
Week 8 (Immediate post-intervention), 1 month follow-up, and 3 months follow-up
3

10-Meter Walk Test (10MWT)

A performance-based measure of gait speed in which participants are instructed to walk a distance of 10 meters at a comfortable and safe pace. Walking speed is calculated in meters per second (m/s). Higher gait speed values indicate better functional mobility.

Time frame
Immediate post-intervention (8 weeks)
4

Five Times Sit-to-Stand Test (5xSTS)

A performance-based measure of lower-limb strength and functional mobility in which participants are instructed to rise from a seated position to standing and return to sitting five consecutive times as quickly and safely as possible. The total time required to complete the task is recorded in seconds. Lower completion times indicate better lower-limb function.

Time frame
Immediate post-intervention (8 weeks)

Other outcomes

1

EQ-5D-5L

A widely used, validated patient-reported measure of health-related quality of life assessing five domains: mobility, self-care, usual activities, pain/discomfort, and anxiety/depression. Each domain is rated on five levels of severity (no problems to extreme problems). Responses are converted into a health utility index score, typically ranging from values below 0 (worse than death) to 1 (perfect health), with higher scores indicating better health status. An accompanying visual analog scale (EQ-VAS; 0-100) captures participants' self-rated overall health.

Time frame
Immediate post-intervention (8 weeks)
2

System Usability Scale (SUS)

A 10-item questionnaire assessing perceived usability of a system or technology. Each item is rated on a 5-point Likert scale (strongly disagree to strongly agree). Responses are converted to a total score ranging from 0 to 100, with higher scores indicating better perceived usability.

Time frame
Immediate post-intervention (8 weeks)

Sponsors and contacts

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