Cerebral Palsy Clinical Trial
Official title:
A Randomized Controlled Single-Blind Crossover Trial on the Effects of Serious Games and Wearable Haptic Devices in the Rehabilitation of Children With Neuromotor Impairments
The investigators proposed a controlled, single-blind, unicentric, crossover, randomized,
clinical trial to test the effects of immersive virtual environments and wearable haptic
devices in the rehabilitation of children with neuromotor impairments. In addition, the
proposed approach was compared with respect to conventional therapy.
A sample of 8 participants was randomly divided into 2 groups and they attended one of the
two therapeutic approach for 4 weeks before crossing over and inverting the therapy. Between
the two interventions, there was a wash out period of 4 weeks.
The investigators assessed motor abilities of the children with validated clinical scales and
motion analysis before/after each phase of the study (T0: baseline, T1: after 4 weeks, T2:
after 8 weeks, T3: after 16 weeks, and T4: up to 24 weeks).
A Randomized Controlled Crossover Trial was designed to examine the usability and
effectiveness of serious games and wearable haptic interfaces in rehabilitation of children
with neuromotor impairments. The ethics board of Tuscany Region and the Italian Ministry of
Health approved this study. All parents freely accepted the participation of their children
in the study and provided written informed consent.
The investigators recruited eight patients, both male and female, 3 children with Cerebral
Palsy (CP) and 5 children with Developmental Dyspraxia (DD) (mean age = 10,30±2,88 years),
who were currently receiving conventional therapy at Unit of Developmental
Neurorehabilitation, Maternal and Child Department, Pisa University Hospital, and eight
Typically Developing children (TD, mean age = 9,60±2,61 years). All the patients were
right-handed and they did not have previous experiences with Virtual Reality (VR) and/or
haptic devices, while TD children have previously experienced with commercial video games.
Following recruitment, screening and consent and baseline assessments, participants are
randomized to an order of VR-assisted rehabilitation (ISG-Group, Immediate Serious Games, or
DSG-Group, Delayed Serious Games). Participants were setup in their first condition and were
assessed at the end of the 4 week intervention. Participants were then set up in their second
period for 4 weeks, again with assessment occurring at the end of the intervention. Among the
two interventions, a wash out period of 4 weeks was inserted and children followed only
cognitive therapy with no physical sessions.
The study protocol consisted of a total of 16 sessions with both VR-assisted and conventional
rehabilitation (2 sessions per week for 4 weeks for 2 periods) and involved a familiarization
and a training phase. The investigators adopted different established clinical scales for
children with CP and DD in order to assess patients' abilities during the assessments. The
investigators also selected metrics obtained from end-point (hand) kinematic data, including
movement speed and accuracy, in order to have quantitative measurements of patients' motor
abilities.
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