Virtual Reality Training Using Wii Fit in Children With Cerebral Palsy

Trial statusNot yet recruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexFemale
Age7-14
SponsorZiauddin University

About this trial

The goal of this clinical trial is to determine whether virtual reality (VR) training using the Nintendo Wii Fit can improve balance, gross motor function, and agility in children aged 7-14 years with spastic cerebral palsy (GMFCS Levels I-II). The main questions it aims to answer are:

Does Wii Fit-based VR training improve balance more than conventional physiotherapy?

Does VR training enhance gross motor skills such as standing, walking, running, and jumping?

Does VR training improve agility in children with cerebral palsy?

Does VR training increase enjoyment and engagement during therapy?

Researchers will compare Wii Fit-based VR training with conventional physiotherapy to determine which approach leads to greater improvements in motor function.

Participants will:

Attend 18 sessions over 6 weeks (3 sessions per week).

Perform either VR-based exercises using the Wii Fit Balance Board or traditional physiotherapy exercises.

Complete pre- and post-intervention assessments using the Pediatric Balance Scale, GMFM-88 (domains D and E), BOT-2 agility subtest, and the PACES enjoyment scale.

This study aims to explore a fun, cost-effective, and engaging rehabilitation strategy that may improve functional independence and overall quality of life for children with cerebral palsy.

Eligibility criteria

This trial does not accept healthy volunteers

Qualifiers

● Children aged 7 to 14 years

Diagnosed cases of spastic diplegic CP, characterized by bilateral lower limb involvement

Classified under GMFCS levels I to II.

Having mild to moderate spasticity on Modified Ashworth Scale (MAS) scores ranging from 1, +1 or 2

Disqualifiers

● Orthopedic surgery or botulinum toxin injections in the past 16 months

Hearing or visual impaired .

Uncontrolled epilepsy or seizures

Severe attention deficits or psychological issues interfering with task engagement such as attention deficit hyperactivity disorder (ADHD), Autism Spectrum Disorder (ASD) will be excluded from the study .

Trial design

Design model

Parallel

Treatments tested in this trial

  • Experimental Group

    Device

    Participants in this group will receive Wii Fit-based virtual reality training using the Nintendo Wii Fit Balance Board. Each session will include a warm-up, 20 minutes of structured Wii Fit gameplay, and a cool-down. The selected games target balance, coordination, strength, and agility, such as Table Tilt, Balance Bubble, Perfect 10, Super Hula Hoop, Obstacle Course, Ultimate Obstacle Course, Ski Jump, and Basic Step. Difficulty levels will progress gradually based on the participant's performance. Sessions will be conducted three times per week for six weeks (total 18 sessions), supervised by a physiotherapist. No additional physiotherapy exercises will be given during the intervention period.

  • control group

    Behavioral

    Participants assigned to the control group will receive routine physiotherapy commonly used for children with cerebral palsy. This includes strengthening exercises, stretching, balance training, gait training, coordination tasks, and functional activity practice. Each session will follow the same overall duration and format as the intervention group (warm-up, 20-minute main exercise phase, and cool-down). Sessions will also be conducted three times per week for six weeks (total 18 sessions), supervised by a physiotherapist. No virtual reality activities will be provided.

Treatment groups

56 Participants
are divided into 2 treatment groups
Group A: Virtual Reality GroupExperimental treatment 1 intervention
Group B: Conventional Physical TherapyPlacebo comparator 1 intervention

Trial outcomes

Primary outcomes

1

Gross Motor Skills

Gross Motor Skills measured via GMFM-88 (domains D and E)

Time frame
Baseline
2

Balance

Balance measured via Pediatric Balance Scale (PBS)

Time frame
Baseline
3

Agility

Agility using the running speed and agility subset of Bruininks-Oseretsky Test of Motor Proficiency, Second Edition (BOT-2)

Time frame
Baseline
4

Agility

Agility using the running speed and agility subset of Bruininks-Oseretsky Test of Motor Proficiency, Second Edition (BOT-2)

Time frame
6 weeks

Secondary outcomes

1

Level of enjoyment

Level of enjoyment using the Physical Activity Enjoyment Scale (PACES)

Time frame
6 weeks
2

Level of enjoyment

Level of enjoyment using the Physical Activity Enjoyment Scale (PACES)

Time frame
Baseline

Other outcomes

Locations

This trial has no locations.

Sponsors and contacts

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