Multiple Sclerosis Clinical Trial
Official title:
Upper Limb Rehabilitation Using Immersive Virtual Reality for People With Multiple Sclerosis; a Feasibility Trial
Verified date | September 2023 |
Source | Glasgow Caledonian University |
Contact | n/a |
Is FDA regulated | No |
Health authority | |
Study type | Interventional |
Virtual reality (VR) has reported benefits of engagement, immersion, and motivation in rehabilitation and has been proposed to be a solution for long-term engaging rehabilitation methods. However, the use of VR within the multiple sclerosis (MS) population is not widely investigated, and even less with regards to upper limb function. The main aim of this study is to assess the feasibility of using the Oculus Quest VR headset and games for improving upper limb function within the MS population. Recruited people with MS will be randomly assigned to either an eight week intervention using VR games that have been designed by co-production with people with MS and MS-specialists; or to a control group of usual care. All participants will undertake testing at baseline, four weeks and eight weeks for multiple outcomes measures related to upper limb and motor function. After completion of the intervention, participants who undertook VR intervention will complete a survey regarding the usability of the games, and some individuals will be invited to interviews to express their experience of using VR and any suggestions for improvement for potential future trials.
Status | Completed |
Enrollment | 19 |
Est. completion date | April 28, 2023 |
Est. primary completion date | April 28, 2023 |
Accepts healthy volunteers | No |
Gender | All |
Age group | 18 Years and older |
Eligibility | Inclusion Criteria: - Confirmed diagnosis of multiple sclerosis. - Degree of self-reported hand or upper limb impairment which interferes with some activities of daily living (ADL) (e.g. dressing, eating, grooming). - Objective upper limb impairment, in at least one hand, as determined by a Nine Hole Peg Test (see Section Outcome Measures) of 2 standard deviations of more above the published normative values depending on age and sex. - Must be able to travel to a research site. Exclusion Criteria: - If they have had a relapse in the last three months - Subjective cognitive problems resulting in them being unable to use the equipment or participate in virtual reality. - Visual problems such that they cannot see the visual display within the headset (this does not include participants who have glasses that are enough to correct eyesight issues) - Have a current eye infection. - Have any significant co-existing neurological or orthopaedic conditions affecting the upper limb. - Are unable to understand verbal or written explanations of the study or are unable to speak or understand English. - Individuals who are currently enrolled in any clinical trials will be excluded, but those who have previously taken part in research and other trials will be eligible. |
Country | Name | City | State |
---|---|---|---|
United Kingdom | Amy Webster | Glasgow | Scotland |
Lead Sponsor | Collaborator |
---|---|
Glasgow Caledonian University | MS Society, UK, NHS Lanarkshire |
United Kingdom,
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Recruitment Rates | Recording the number of participants: identified and approached; number of participants that meet eligibility criteria or are excluded and record reasons for exclusion; number of participants that agree to take part in the study. | First 5 months of study. | |
Primary | Number of intervention sessions completed by participants | Measured by recording the amount of VR sessions completed and the duration of these for each participant. | Through the intervention period of 6 months. | |
Primary | Recording the number of drop out rates from participants | Measured by recording the amount of participants from both groups dropping out of the study. | Through the intervention period of 6 months. | |
Primary | Acceptance of being assigned to the control arm | Asking participants in the control arm if they accept being in this group rather than the intervention group. | Week 8 of intervention. | |
Primary | Reporting adverse effects from intervention. | Recording the number and type of adverse effects experienced by the participants from the intervention, either during or immediately following the VR intervention. | Through the intervention period of 6 months. | |
Primary | Rate of completion of secondary outcomes | Recording if participants are able to complete the upper limb related outcomes. | Through the intervention period of 6 months. | |
Secondary | Nine Hole Peg Test | Measurement of hand dexterity. | Baseline, Week 4, Week 8 | |
Secondary | ABLIHAND questionnaire | Self-reported questionnaire regarding their ability to perform activities of daily living that requires upper limb function. It has a maximum score of 46 and the lower the score, the poorer the functional ability. | Baseline, Week 4, Week 8 | |
Secondary | Hand grip strength via Jamar dynamometer | Measurement of hand grip strength. | Baseline, Week 4, Week 8 | |
Secondary | Action Research Arm Test (ARAT) | Measurement of ability of handling objects and other general upper limb movements. | Baseline, Week 4, Week 8 | |
Secondary | The spasticity-related quality of life tool (SQoL-6D) | Self-reported questionnaire regarding how spasticity of their upper limb affects their quality of life. There are 7 domains and the participant has to tick which statement they believe is most appropriate to their spasticity within the last 7 days. | Baseline, Week 4, Week 8 | |
Secondary | USE questionnaire | Questionnaire regarding the user's opinion on the usefulness, satisfaction and ease of use of the developed software. There are 30 questions using a 7-point Likert scale the participant must rate how strongly they agree or disagree with the statements regarding the software. | Week 8 | |
Secondary | Semi-structured interviews | Interviews to explore the participant's experience with the virtual reality intervention, any issues encountered and suggested improvements for future studies using the games or virtual reality. | Week 9 |
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