Stroke Clinical Trial
— SeriousGamesOfficial title:
Comparison of Activity Intensity, Performance, and User's Experience Between Custom and Non-custom Serious Games Combined With Balance Boards for Persons After Stroke
Serious games for rehabilitation are delivered through systems that are either customised or non-customised. Custom serious games allow for control of feedback, setting of game speed and difficulty, while non-custom games are less adaptable but provide attractive graphics and sounds. The study compared the activity intensity and user experience of persons after stroke while playing custom and non-custom virtual reality balance games that were both game- and self-paced.
Status | Recruiting |
Enrollment | 28 |
Est. completion date | June 30, 2024 |
Est. primary completion date | June 30, 2024 |
Accepts healthy volunteers | No |
Gender | All |
Age group | 18 Years to 70 Years |
Eligibility | Inclusion Criteria: - chronic phase (>6 months) after stroke - ability to walk with supervision or independently with or without walking aid on flat ground or all surfaces - stable health condition - ability to follow simple instructions Exclusion Criteria: - additional neurological condition - musculoskeletal impairments that would interfere with execution of the required tasks or completing the questionnaires |
Country | Name | City | State |
---|---|---|---|
Slovenia | University Rehabilitation Institute, Republic of Slovenia | Ljubljana |
Lead Sponsor | Collaborator |
---|---|
University Rehabilitation Institute, Republic of Slovenia |
Slovenia,
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Number of repetitions | Number of pelvic displacements in medio-lateral direction extracted from video-recording using specialised software | On the day of the intervention during each game (anticipated duration: 5 minutes) | |
Primary | Amplitude | Amplitude of pelvic displacements in medio-lateral direction extracted from video-recording using specialised software | On the day of the intervention during each game (anticipated duration: 5 minutes) | |
Secondary | Users' enjoyment | Assessed using the Modified Physical Activity Enjoyment Scale (scale score expressed as percentage; higher scores mean a better outcome) | On the day of the intervention after each game (anticipated: every 5 minutes) | |
Secondary | Flow state | Assessed using the Flow State Scale for Occupational Tasks (scale score range 14-98; higher scores mean a better outcome) | On the day of the intervention after each game (anticipated: every 5 minutes) | |
Secondary | Likeability | Rated on a scale from 1 (least liked) to 6 (most liked) | On the day of the intervention after each game (anticipated: every 5 minutes) | |
Secondary | Perception of exertion | Assessed using the Borg's Scale (scale score range 6-20; higher scores mean a worse outcome) | On the day of the intervention after each game (anticipated: every 5 minutes) |
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