Acquired Brain Injury Clinical Trial
Official title:
Multi-player Online Video Games for Cognitive Rehabilitation
This research project aims to find out if a multiplayer online video game can provide
therapeutic benefit for people who have survived a brain injury.
Video games provide therapeutic benefits in many contexts (Griffiths, 2005). Players of
online multiplayer games behave altruistically and form friendships (Wang and Wang, 2008).
These positive emotional effects may enhance cognitive rehabilitation, because the cognitive
and emotional sides of rehabilitation are connected (Mateer, 2005).
The hypothesis is thus: that playing multiplayer online games can be a useful form of
cognitive rehabilitation for brain-injured people.
This research will identify whether or not multi-player online video games may be used as a
complementary therapeutic tool. A further aim is to develop guidelines which would help
others considering the use of video games for cognitive rehabilitation.
Purpose and design
This research aims to find out if massively multi-player online games (MMOs), a relatively
new type of video game, can be used as a form of therapy for people who have survived an
acquired brain injury.
Numerous previous studies have shown that video games can be used as therapy in many
contexts. However, there is some evidence that video games are not an effective form of
cognitive rehabilitation for brain injury survivors (Malec et al., 1984). The difference in
this research is that MMOs incorporate social interaction into the game play experience. It
is proposed that this strengthening of social bonds will be more beneficial than a similar
single-player game.
Due to the narrow focus of the research it is anticipated that the number of potential
participants will be small, on the order of ten participants. It is recognised that such a
small sample size is not compatible with a randomised controlled trial. Instead, the
research will employ a single-subject research design, where a higher number of participants
will strengthen the external validity of the results.
The research question and design have been developed primarily by the Chief Investigator
(PhD student), with critique from the supervisory team. Feedback has also been received from
healthcare professionals who have been contacted by the C.I.
Participants will be asked for their feedback on a video game and its user interface. This
is to ensure that the video game is suitable for the participant, and that the participant
is able to play it. This stage is expected to consist of three or four sessions of 30 mins
duration, every 2 weeks.
Participants will then be asked to play the video game for a number of sessions. The number
of sessions is 21. The duration of each session is one hour. The sessions are to be held
once per week.
Null/alternative hypotheses
The null hypotheses are that a single-player video game will not improve cognitive skills;
and that a multi-player online video game will not improve cognitive skills. The alternative
hypotheses are that a single-player game will improve cognitive skills, and a multi-player
online game will provide further improvement.
Study design
The first stage of the research will be to design and refine a prototype online multi-player
video game, working in collaboration with participants, firstly able-bodied, and then
disabled. The researcher will work with each participant to develop a user interface which
enables him or her to play the video game.
The study will then employ a single-case research design for each disabled participant. An
RCT would not be valid given the expected number of participants. Time-series data will be
collected in three phases: to obtain a baseline; to measure the effects of a single-player
video game; and to measure the effects of a multi-player online game. Each phase has seven
sessions. The sessions are one hour, weekly.
During the baseline phase, The participant will engage in a non-game task using the
interface defined in the pre-trial phase. This phase may compensate for researcher effects.
For the next phase, the participant will engage in a single-player version of the video
game. For the final phase, the participant will engage in a multi-player online game.
Player activity in the single- and multi-player games will be logged for analysis.
Interviews with participants will be used to build a thick narrative of each participants'
experience over the course of the study.
Recruitment
Participants will be recruited by contacting head injury units, day care centres, and
organisations such as Headway and the ARNI Trust. The C.I. will meet with potential
participants who express an interest in the study.
A cornerstone of rehabilitation is that the goals are relevant to the client's everyday
life. Therefore the details of how any individual's cognitive improvements will be measured
must be based on a dialogue with each individual.
Consent
Informed consent must be given by a participant before any involvement in the study.
A participant information sheet will be provided. The C.I. will be present to talk through
the issues with the participant. The NHS guidelines for writing clear information sheets
will be followed.
Due to the nature of the participants' injuries, particular care and emphasis is placed on
establishing capacity to give consent. The Department of Health gives guidelines on gauging
capacity but family members and care workers will be a key source of guidance.
It is expected that participants will provide a written signature on a consent form, but
again due to the nature of the participant's injuries this may not be possible. In this case
the verbal consent of the participant would be recorded and witness(es) would sign the form.
Risks, burdens and benefits
The main medical risk of playing video games is the possibility of epileptic seizure due to
photosensitive epilepsy, (PSE). Minor risks are: the possibility of aches and pains; eye
strain; and stress caused by extended periods of vigilance. These risks are mitigated by
conducting the research at day care centres where medical staff will be on hand, and by
limiting play to one hour per week, broken into smaller play sessions (e.g. 3 * 20 mins).
Additionally, again to minimise risk of photosensitive seizure, screen luminance will be
kept to a minimum.
Other issues to consider when using video games as therapy are: video game "addiction";
violent content; and the offensive nature of some games. The issue of any potential
addiction is mitigated by the short playing times; the issue of game suitability will be
managed by previewing and discussing game content with participant, family members and
carers as appropriate.
Potential benefits to participants: Playing a suitable game should provide feelings of
well-being and improved self esteem. With the added social aspect of multi-player online
games, participants could also feel less isolated. These improvements in emotional health
may have beneficial effects on cognitive skills such as communication.
Confidentiality
Participant personal details will be kept confidential. When data is reported, random
numeric IDs will be used to refer to individuals. Guidelines issued by the Office of
National Statistics will be followed when tabulated data contains cells with zeros or
extremely low numbers, so that potential identification of participants is prevented.
;
Endpoint Classification: Efficacy Study, Intervention Model: Single Group Assignment, Masking: Open Label, Primary Purpose: Basic Science
Status | Clinical Trial | Phase | |
---|---|---|---|
Completed |
NCT03911752 -
Approach to Sexuality From Occupational Therapy in People With Acquired Brain Injury in Subacute Stage
|
||
Completed |
NCT05265377 -
Safety and Usability of the STELO Exoskeleton in People With Acquired Brain Injury and Spinal Cord Injury
|
N/A | |
Not yet recruiting |
NCT05863897 -
e-COGRAT: A Blended eHealth Intervention for Fatigue Following Acquired Brain Injury
|
N/A | |
Completed |
NCT02215590 -
Re-Step: Dynamic Balance Treatment of Gait for Acquired Brain Injury (ABI) Victims
|
N/A | |
Recruiting |
NCT05443542 -
VIrtual Reality in Cognitive Rehabilitation of Processing Speed for Persons With ABI
|
N/A | |
Recruiting |
NCT05309005 -
Virtual Reality and Social Cognition After Acquired Brain Injury
|
||
Recruiting |
NCT04586842 -
Community-based Occupational Therapy Intervention on Mental Health for People With Acquired Brain Injury
|
N/A | |
Completed |
NCT03328221 -
Physical Activity on Heart Rate Variability in Patients With Severe Acquired Brain Injury
|
||
Active, not recruiting |
NCT05729165 -
Local Vibration in Patients With Severe Acquired Brain Injury
|
N/A | |
Active, not recruiting |
NCT05734183 -
Multisensorial IMmersive Experiences (MIME) in Disorders of Consciousness
|
N/A | |
Recruiting |
NCT05440682 -
Connectivity in Cranioplasty
|
N/A | |
Completed |
NCT04206475 -
Feasibility Randomized Trial for an Intensive Memory-Focused Training Program for School Aged Children With Acquired br.Inj.
|
N/A | |
Recruiting |
NCT02495558 -
Cough Assessment in Patients With Severe Acquired Brain Injury
|
N/A | |
Completed |
NCT03989388 -
Occupational Self-Analysis Programme
|
N/A | |
Terminated |
NCT01974635 -
Proprioception Testing in Persons With Sensorimotor Impairment
|
N/A | |
Not yet recruiting |
NCT01451242 -
The Reliability of Heart Rate Variability Among Patients With Brain Injury as Measured by POLAR RC810XE Compared to HOLTER
|
N/A | |
Completed |
NCT05052905 -
VR-based Remote Rehabilitation for Pediatric ABI
|
N/A | |
Recruiting |
NCT06130735 -
Impact of Intensive Computerized Cognitive Training
|
N/A | |
Recruiting |
NCT04328857 -
Experimentation of Sensorized Pseudoelastic Orthoses Produced by Additive Manufacturing
|
N/A | |
Completed |
NCT04499092 -
COgnitive REhabilitation in Pediatric Patients With sABI From Vegetative State to Functional Recovery
|
N/A |