Spinal Cord Injuries Clinical Trial
— VRULTOfficial title:
The Feasibility of Virtual Reality-Based Activities for Upper Limb Rehabilitation of People With Acute/Sub-Acute Tetraplegia
This study aims to test if the VR games could be a form of upper limb rehabilitation for people with arm/hand problems due to SCI while they are in hospital. Participants who have had a spinal cord injury and have tetraplegia will be recruited from the Queen Elizabeth National Spinal Injuries Unit. After they have provided informed consent, they will receive 12 weeks of either standard upper limb therapy ('control group'), or both the VR activities and standard treatment ('VR Group'). Participants who receive VR activities will engage in immersive VR games that have been designed in co-production with people with tetraplegia and spinal cord injury specialists. The games aim to help participants improve the use of their arms and hands while they are undergoing primary rehabilitation within the Queen Elizabeth National Spinal Injuries Unit (QENSIU). The participants who are in the control group will receive their usual rehabilitation and will be given the opportunity to try the VR games after the completion of their involvement in the trial. This study will measure the feasibility (the 'primary outcome') and explore the effectiveness (the 'secondary outcome') of the VR intervention. Feasibility will be measured by recording how often the VR games are used and whether or not participants use the games for the full duration of the trial. Participants and therapists will be interviewed at the end of the trial.
Status | Not yet recruiting |
Enrollment | 24 |
Est. completion date | February 1, 2025 |
Est. primary completion date | December 1, 2024 |
Accepts healthy volunteers | No |
Gender | All |
Age group | 18 Years and older |
Eligibility | Inclusion Criteria: - Willing and able to give informed consent for participation in the trial. - Aged 18 years or above. - An in-patient at the Queen Elizabeth National Spinal Injuries Unit in Glasgow with a diagnosis of tetraplegia. - Sustained a cervical spine injury (C4-C8). - Medically stable to engage in physical rehabilitation and physical activity. - Sitting up in a wheelchair for at least 2 hours daily. Exclusion Criteria: - Scheduled elective surgery or other procedures requiring general anaesthesia anticipated within the next 12 weeks. - Any significant disease or disorder which, in the opinion of the Investigator, may either put the participants at risk because of participation in the trial, or may influence the result of the trial, or the participant's ability to participate in the trial. - Participated in another research trial involving an investigational product in the past 12 weeks. - Participating in another research trial investigating upper limb rehabilitation interventions. - Self-reported motion sickness. |
Country | Name | City | State |
---|---|---|---|
United Kingdom | Queen Elizabeth National Spinal Injuries Unit (NHS Greater Glasgow and Clyde) | Glasgow |
Lead Sponsor | Collaborator |
---|---|
Glasgow Caledonian University |
United Kingdom,
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* Note: There are 31 references in all — Click here to view all references
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Number of VR Sessions Completed | The number of sessions of VR the participant completes. This will be recorded as an integer value from 0 to 3 per week of participation. | Measured over 12 weeks of participation. | |
Primary | Time spent in VR | The time spent using the VR games, as recorded by the device. This will be measured in minutes and seconds. | Measured over 12 weeks of participation. | |
Primary | Completion of assessments | Completion of the assessments used at baseline, midpoint, and endpoint of the study. | Measured over 12 weeks of participation. | |
Primary | Participant retention | The number of participants recruited to the study per month will be combined with eligibility and retention to determine overall recruitment and retention. | Measured over 12 weeks of participation. | |
Primary | Participant recruitment rate per month | The number of participants recruited to the study per month will be combined with eligibility and retention to determine overall recruitment and retention. | Measured over 12 weeks of participation. | |
Primary | Participant eligibility | Number of people approached about the study and the number of people who meet the inclusion and exclusion criteria.
The number of participants recruited to the study per month will be combined with eligibility and retention to determine overall recruitment and retention. |
Measured over 12 weeks of participation. | |
Primary | Adverse event monitoring and reporting | Monitoring and reporting of any adverse events, either during or immediately following the VR intervention will be combined with results from semi-structured interviews and questionnaires to determine acceptability and usability. | Measured over 12 weeks of participation. | |
Primary | Semi-structured Interviews | Determine the usability of the intervention through semi-structured interviews with participants and therapists.
Monitoring and reporting of any adverse events, either during or immediately following the VR intervention will be combined with results from semi-structured interviews and questionnaires to determine acceptability and usability. |
Completed at week 12 after the last VR session has been completed. | |
Primary | Usefulness, Satisfaction, and Ease of use Questionnaire (USE Questionnaire) | Determine the usability of the intervention through questionnaire with participants and therapists (USE Questionnaire (Lund 2001)). This a 30-item survey.
The maximum value for the USE Questionnaire is 210, and the minimum is 7. Participants can also respond 'not applicable' to all items. Higher scores mean a better outcome. Individual subscores of the USE Questionnaire can indicate that the system is or is not useful, satisfying, and/or easy to use. |
Completed at week 12 after the last VR session has been completed. | |
Primary | Handedness (Treatment Parameter) | The participant's choice of left, right, or both arm(s)/hand(s) will be recorded per session.
Recording the treatment parameters the participant using VR selects during therapy to determine usability in combination with the interviews and questionnaires. |
Completed at week 12 after the last VR session has been completed. | |
Primary | Target Movement (Treatment Parameters) | The participant's choice of the type of movement they want to practise will be recorded per session. Movements will include wrist pronation/supination, elbow flexion/extension, and an integrated movement incorporating shoulder movement and elbow flexion and extension.
Recording the treatment parameters the participant using VR selects during therapy to determine usability in combination with the interviews and questionnaires. |
Completed at week 12 after the last VR session has been completed. | |
Primary | Number of Repetitions (Treatment Parameters) | The number of repetitions of the target movement (see outcome 11) will be recorded per session.
Recording the treatment parameters the participant using VR selects during therapy to determine usability in combination with the interviews and questionnaires. |
Completed at week 12 after the last VR session has been completed. | |
Primary | Choice of Game (Treatment Parameters) | The participant's choice of game will be recorded per session.
Recording the treatment parameters the participant using VR selects during therapy to determine usability in combination with the interviews and questionnaires. |
Completed at week 12 after the last VR session has been completed. | |
Primary | Input Device choices (Treatment Parameters) | The participant's choice of input device will be recorded per session. Input devices available will include either the use of tracked hand-held controllers, or the use of an infrared-based 'hand-held controller-free' hand-tracking module.
Recording the treatment parameters the participant using VR selects during therapy to determine usability in combination with the interviews and questionnaires. |
Completed at week 12 after the last VR session has been completed. | |
Secondary | Motor Score | Explore effectiveness of the VR-based upper limb rehabilitation intervention for people with tetraplegia during the acute, in-patient stage of rehabilitation.
Higher scores on the motor score indicate a better outcome, ranging between 0 and 50. i. Motor score using the Upper Extremity Motor Score (UEMS) (Rupp et al., 2021). Motor score, sensation, independence, hand/upper limb function, and pain measures will be use to explore effectiveness. |
Measured at baseline, 6 weeks, and 12 weeks. | |
Secondary | Sensation | Explore effectiveness of the VR-based upper limb rehabilitation intervention for people with tetraplegia during the acute, in-patient stage of rehabilitation.
Higher scores on the light touch and pin prick scale indicate better outcomes, ranging between 0 and 112. ii. Sensation (assess light touch and pin prick according to the ISNCSCI) (Rupp et al., 2021). Motor score, sensation, independence, hand/upper limb function, and pain measures will be use to explore effectiveness. |
Measured at baseline, 6 weeks, and 12 weeks. | |
Secondary | Independence | Explore effectiveness of the VR-based upper limb rehabilitation intervention for people with tetraplegia during the acute, in-patient stage of rehabilitation.
iii. Independence evaluated by the Spinal Cord Independence Measure (SCIM-III) (Itzkovich et al., 2007). There are a total of 19 items on the SCIM III, which are divided into 3 subscales (self-care, respiration and sphincter management, and mobility). A total score out of 100 is achieved, with the subscales weighted as follows: self-care: scored 0-20; respiration and sphincter management: scored 0-40; and mobility: scored 0-40. Scores are higher in patients that require less assistance or fewer aids to complete basic activities of daily living and life support activities. Motor score, sensation, independence, hand/upper limb function, and pain measures will be use to explore effectiveness. |
Measured at baseline, 6 weeks, and 12 weeks. | |
Secondary | Hand/Upper Limb Function | iv. Hand/Upper Limb Function by the Graded and Redefined Assessment of Strength, Sensibility, and Prehension (GRASSP) Subscales (Kalsi-Ryan et al., 2012).
Subtests of the GRASSP include manual muscle testing (which is graded on a scale of 0-5 for each selected muscle, with higher values representing greater muscle strength), sensation testing (which is graded on a scale of 0-4 for 3 areas, with higher scores representing greater sensation), prehension ability (which is scored on a scale of 0-4 for 3 grasp patterns with higher scores representing better ability to perform grasp with normal strength), and prehension performance (which is graded on a score of 0-5 for 4 different tasks, with higher scores representing better hand function). |
Measured at baseline, 6 weeks, and 12 weeks. | |
Secondary | Pain Intensity | Explore effectiveness of the VR-based upper limb rehabilitation intervention for people with tetraplegia during the acute, in-patient stage of rehabilitation.
v. Pain measured on a Visual Analogue Scale. A Visual Analogue Scale will be shown to participants, which is a 10 cm-long horizontal like with indices ranging from 0 to 10. The participant marks their current pain along the line. Higher scores represent a worse outcome, indicating higher pain at that specific timepoint. Motor score, sensation, independence, hand/upper limb function, and pain measures will be use to explore effectiveness. |
Measured at baseline, 6 weeks, and 12 weeks. |
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