Virtual Reality Based Interventions After Brain Injury

Trial statusNot yet recruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age18-65
SponsorDanderyd Hospital

About this trial

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.

Eligibility criteria

This trial does not accept healthy volunteers

Qualifiers

Patients with acquired brain injury in need of multiprofessional rehabilitation admitted to the clinic are eligible if they

are between 18 and 65 years;

present with attention deficits and

are deemed suitable for direct attention training by the rehabilitation team.

Disqualifiers

Epilepsy or suspected epilepsy;

non-fluent in Swedish

severe fatigue or/and cognitive dysfunction that makes participation difficult.

Trial design

Design model

Parallel

Treatments tested in this trial

  • VR/AR intervention

    Behavioral

    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.

Treatment groups

15 Participants
are divided into 2 treatment groups
Group A: VR/AR interventionActive comparator 1 intervention
Group B: ControlNo intervention 0 interventions

Trial outcomes

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

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

Other outcomes

Sponsors and contacts

Click on the lead sponsor to view all of their trials.

Danderyd Hospital

Lead sponsor

Stiftelsen Promobila

Collaborator

This trial is not recruiting at the moment. You can still explore other options: