Hemiplegic Cerebral Palsy Clinical Trial
Official title:
Video Gaming for Home-Based Rehabilitation: Feasibility for Children With Hemiplegic Cerebral Palsy Living in Costa Rica
Verified date | April 2023 |
Source | Holland Bloorview Kids Rehabilitation Hospital |
Contact | n/a |
Is FDA regulated | No |
Health authority | |
Study type | Interventional |
Economic and geographic barriers can limit access to rehabilitation therapies for children with cerebral palsy (CP). These barriers are magnified in developing countries like Costa Rica, where 43% of children with disabilities do not have access to basic health services. To address this accessibility gap, effective and engaging approaches are needed to motivate and support children in practicing motor therapies at home. Bootle Blast (BB) is a low-cost, movement-tracking video game that encourages upper limb (UL) exercises at home. BB is mixed-reality; using real-life objects (e.g., toys) in gameplay to target fine motor skills. It is customizable to diverse abilities and therapy goals. BB applies best practices in video game design, theories of motivation and motor learning, to optimize engagement and clinical effectiveness. This mixed-methods study will assess the feasibility of a family-centred BB home intervention among children with hemiplegic CP. The investigators will address four areas of feasibility to 1) Understand the demand for the BB intervention (i.e., expressed interest in the program), 2) Establish probable efficacy for clinical outcomes related to UL function, activity, and participation, 3) Evaluate implementation of the 8-week BB intervention and 4) Explore acceptability (e.g., participants' experiences). Fifteen children with a diagnosis of hemiplegic CP (7-17 yrs) and one of their primary caregivers will participate. This study consists of three phases, each one contributing to the development of the next one. In Phase 1 (demand), recruitment rates and percentage of children with appropriate in-home technology to play will be collected during screening. A pre-intervention interview will explore participants' expectations for the intervention. In Phase 2, study assessments will be performed via videoconference (probable efficacy). Measures will target UL activity and related participation. Children will play BB at home for 8 weeks. Computer-system logs and data from reported technical barriers will be collected (implementation). In Phase 3 parents and children will participate in a post-intervention interview to explore their experiences and perceived value of the BB program (acceptability). Worldwide, children face accessibility barriers to motor therapy services. This study will provide learnings on how therapy gaming interventions can/should be implemented to bridge accessibility gaps, engage children and improve access to care.
Status | Active, not recruiting |
Enrollment | 15 |
Est. completion date | July 31, 2023 |
Est. primary completion date | July 31, 2023 |
Accepts healthy volunteers | No |
Gender | All |
Age group | 7 Years to 17 Years |
Eligibility | Participants: Children and parent dyads living anywhere in the country can participate in this phase. Dyads will be screened to participate in the pre-intervention interview according to the following criteria: Inclusion Criteria: - Diagnosis of hemiplegic CP. - 7 to 17 years of age: This age range was selected given the popularity of video games for children at this stage. This age group in CP has been studied successfully in previous research focused on active video game play, showing potential for change across their motor outcomes8-10. - Motor impairment of the upper limb: difficulty to manipulate objects and/or perform activities of daily living with one hand/arm in alignment with the Manual Classification System levels I-III18, as reported by the parent and assessed via telephone by the clinician-researcher (DC - Appendix B, telephone screening). These children would require minimal assistance in playing the video game in the home environment. - Having a primary family caregiver willing to participate. - Resident of Costa Rica. - Child and parent are able to understand and communicate verbally in Spanish or English. - Child and/or parent are able to read and write. - Child and/or parent has knowledge on how to use email and receive a video call or have a support person willing to assist them during the clinical assessment processes. - Child and/or parent has access to a cellphone or computer at home. - Ability to cooperate, understand, and follow simple instructions for game play as reported by parent. - Having a TV screen (or similar) at home. - Having an accessibility barrier that currently limits their access to upper limb rehabilitation services. These barriers include but are not limited to: the family is unable to pay for therapy, services are not available in their living area, or there is a lack of adapted transportation for the child to travel to a therapy center, as reported by the caregiver. Exclusion Criteria: - Receiving hand and arm therapy at the time of intervention. - History of uncontrolled epilepsy. If the child has a history of epilepsy, they will require a note from a doctor indicating it would be safe to play video games as required in this study. A note will not be required if the child currently engages in at least 30 minutes of screen time a day on 2 or more days in a week as documented by a primary caregiver. - Visual or hearing impairments that limit the ability to play the video game. - Has received constraint induced movement therapy in the past 6 months, or botulinum toxin injections, or active therapy of the upper extremity within three months of the study enrollment. - History of upper limb injury or disability that would make light exercise unsafe as reported by the caregiver. |
Country | Name | City | State |
---|---|---|---|
Canada | Holland Bloorview Kids Rehabilitation Hospital | Toronto | Ontario |
Costa Rica | Universidad de Costa Rica | San Pedro | San Jose |
Lead Sponsor | Collaborator |
---|---|
Holland Bloorview Kids Rehabilitation Hospital | Universidad de Costa Rica |
Canada, Costa Rica,
Biddiss E, Chan-Viquez D, Cheung ST, King G. Engaging children with cerebral palsy in interactive computer play-based motor therapies: theoretical perspectives. Disabil Rehabil. 2021 Jan;43(1):133-147. doi: 10.1080/09638288.2019.1613681. Epub 2019 May 19. — View Citation
Bilde PE, Kliim-Due M, Rasmussen B, Petersen LZ, Petersen TH, Nielsen JB. Individualized, home-based interactive training of cerebral palsy children delivered through the Internet. BMC Neurol. 2011 Mar 9;11:32. doi: 10.1186/1471-2377-11-32. — View Citation
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Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Change in Quality of Upper Extremity Skills Test (QUEST) | The QUEST is a 34-item criterion-referenced observation test with four domains: dissociated movement, grasp, weight-bearing, and protective extension. Domain scores are a summed item score which is converted into a standardized percentage. The total score is an average of the domain scores with higher scores indicating increased levels of achievement. The reliability and the concurrent validity for the study population is well established. For the purposes of this research study, only the dissociated movement and grasp domains will be used as the weight-bearing and protective extension dimensions may be more difficult to capture over Zoom. The minimally clinically important difference (MCID) for the QUEST is reported as a positive change of 4.89 score units on any dimension. The QUEST requires a chair and table to sit at, four 1" cubes, a cup, a pencil or crayon, blank paper and cheerios. | weeks 4 & 5 (pre assessment sessions), week 15 (post assessment session) | |
Primary | Change in Canadian Occupational Performance Measure (COPM) | The COPM evaluates the performance, and the satisfaction with performance of self-identified therapy goals. Participants will first identify hand/arm goals of daily life activities that they wish to improve (e.g., cutting with fork and knife). Parent and child will rate together the child's level of performance and satisfaction with performance over a 10-point numerical scale (1 is poor/low and 10 is high/good) for each of their identified goals. This measure has shown good reliability, construct validity and responsiveness for use with children with CP. A change of 2 points is considered a minimal clinically important response | week 5 (pre assessment session), week 15 (post assessment session) | |
Secondary | Active Range of Motion (aROM) | Is a foundational measure for associated changes in function. Manual goniometry has good test-retest reliability (ICC>0.8) and moderate-to-good inter-rater reliability for the wrist and elbow in children with CP. A minimal detectable difference of 5 degrees has been reported in children with spastic CP. In recent years, the potential of goniometer applications that rely on 2D video analysis has been established. A virtual goniometer from an open-source, 2D motion analysis software (Kinovea) will be used to measure aROM of the shoulder, elbow and wrist joints of the child's affected upper limb. aROM data will be measured from the QUEST dissociated movement videos. | weeks 4 & 5 (pre assessment sessions), week 15 (post assessment session) | |
Secondary | Change on the Performance Quality Rating Scale (PQRS) | The PQRS is an observational, video-based tool that looks at actual performance on client-selected activities. It has been used with children with diverse diagnoses, including CP. It uses a 10-point scale with a score of 1 indicating ''can't do the skill at all'' and 10 indicating ''does the skill very well". Judgement of quality includes timeliness of completion, accuracy, safety, and overall quality of performance or product. Ratings are based on an average of completeness and quality. Inter-rater reliability is moderate (0.71-0.77). Test-retest reliability is excellent (>0.9) across time periods and multiple raters. The average smallest detectable difference is 2.55. The MCID has not yet been established for the PQRS. Internal responsiveness is high with large effect sizes reported. Of note, the PQRS and COPM can complement each other, based on their objective / subjective nature, and therapeutic evaluation versus participant's perception. | weekly throughout study completion, on average 15 weeks | |
Secondary | Change on the Shriners Hospital for Children Upper Extremity Evaluation (SHUEE) | Includes the assessment of: active and passive range of motion, tone, performance of activities of daily living (client reported) and evaluation of 16 activities using the hand and arm. The SHUE focus on the fingers, hand and elbow movements. All the assessments are video recorded and scored at a later time. For this study, we will only assess the 16 hand and arm tasks, since evaluating tone is not possible via Zoom, range of motion will be assessed using the QUEST, and performance of activities of daily living is captured by the COPM.
The 16 hand and arm activities are evaluated based on the dynamic segmental alignment (DSA) and the spontaneous functional analysis (SFA) of the involved upper extremity. The scoring uses a modified house scale from 0-5 for the SFA, and 0-3 for the DSA, where 0 is the lowest / less functional score. The SHUEE has excellent validity and reliability for both, the DSA and the SFA components in children with hemiplegic CP. |
weeks 4 & 5 (pre assessment sessions), week 15 (post assessment session) | |
Secondary | Change in the Box and Blocks Test (BBT) | The test consists of a wooden box with two compartments with a vertical division and 150 small cubes. Measures unilateral gross manual dexterity by asking the participant to pass the maximum number of cubes possible above the division, from one side to another, in 60 seconds. The test takes 2 to 5 minutes to complete and is appropriate for ages 6 and up. BBT has excellent test-retest reliability, inter- and intra-rater reliability, high responsiveness, and criterion and construct validity in typically developing children and adults of diverse diagnoses. The MCID reported for children with CP is 1.9 (blocks) on the more affected hand and 3.0 (blocks) on the less affected hand. For this project a modified kit will be sent to the participant's home, consisting of a cardboard box instead of a wooden box (original box dimensions will be kept). | weeks 4 & 5 (pre assessment sessions), week 15 (post assessment session) | |
Secondary | Change on the Children's Hand-Use Experience Questionnaire | Aims to capture the perceived quality and effectiveness of the child's use of their affected hand in bilateral task performance against 29 activities. The results are transformed by means of Rasch analysis to a 0-100 unit scale placed on rulers. The rulers demonstrate how the hand works (0=does not use the hand at all, 100= uses the hand very well); the time it takes for the child to perform the activity in relation to peers (0= takes a lot more time, 100= takes the same amount of time) and how bothered the child is about the decreased hand function (0=it bothers the child a lot, 100= it does not bother the child). The result in the report is a summary of the ratings. This self-reported measure can be completed by the child or the parent. For the purposes of this study, we will ask the caregiver to complete this measure. | week 4 (pre assessment session), and week 15 (post assessment session) | |
Secondary | Count of number of intentional therapeutic movements achieved during active and passive playtime. | BB records all user activity within the game (e.g. games played, etc.). Active (e.g. focused on therapeutic movement) and passive (e.g. navigating menus) playtime and the number of intentional therapeutic movements achieved (e.g. arm reach, cross-body reach) will be recorded. Of note, video recordings collected via Bootle Blast are for the most part non-identifying. The face and much of the background, with the exception of that immediately surrounding the player, are blocked out to preserve privacy. | Weeks 1 to 8 during the intervention |
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