Paraplegia and Tetraplegia Clinical Trial
Official title:
Use of Interactive Gaming After Spinal Cord Injury
The purpose of this study is to evaluate whether there are functional improvements in arm muscles and movments for spinal cord injured indviduals after performing video gaming.
Today, Nintendo's Wii has become integrated into our popular culture replete with its own
vocabulary and marketed promise of achieving fitness through video gaming. Recently the term
"Wii-habilitation" has gained popularity to represent application of interactive gaming into
the therapeutic setting as a form of rehabilitation. However, this technology remains
largely untested in the rehabilitation field despite seemingly widespread use.
Interactive gaming may indeed contribute to an important problem in rehabilitation,
especially for persons with spinal cord injury (SCI) who use manual wheelchairs for primary
mobility and depend on their upper extremity for independence. Individuals with SCI will
benefit tremendously by maximization of early rehabilitation post-injury and effective
ongoing conditioning focused on the upper extremity through a continuum of care model that
supports life-long health habits. Further, traditional exercise therapy targets components
of function such as range of motion and strength, but often relies on isolated movements and
repetitions which might not be the most effective method. Alternately, video interactive
gaming can provide an engaging, variable, challenging, and fun activity-based approach that
could enhance both adherence to exercise and functional outcomes.
A video gaming system can be readily implemented in a clinical setting and affordably
deployed for home use with minimal instruction, is easy to use for continuation of therapy,
and is well-suited to the SCI population for whom exercise options are limited. A wide
variety of activities and games are available that utilize upper extremity movements
"playing" real world sports such as golf, tennis, and bowling; multiple options for play are
available which add variety and contribute to a comprehensive work-out. Players must grade
whole upper limb forces to play the various games paralleling a traditional exercise
regimen; visual and auditory feedback add interest and fun to the sessions. Interactive
gaming allows for single and multiple player options and thus lends itself readily to
promotion of social engagement. Real-life scenarios may contribute to self-motivation.
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Intervention Model: Single Group Assignment, Masking: Open Label, Primary Purpose: Treatment
Status | Clinical Trial | Phase | |
---|---|---|---|
Terminated |
NCT04586777 -
Effects of Transvertebral Direct Current Stimulation in Humans
|
N/A |