Training Balance Control in Children With Cerebral Palsy Using Virtual Reality Games

Study Overview
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Brief Summary
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In this study the clinical relevance of the use of commercially available virtual reality games in the rehabilitation of balance will be assessed in children with cerebral palsy. It will be investigated how different commercially available platforms (i.e. Xbox One + Kinect and Nintendo Wii + balance board) will affect the compensations of children with cerebral palsy to preserve their balance. The effect of 1 training session will be assessed as well as the effect of a long-term training of 8 weeks.

Official Title
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Training Balance Control Using Virtual Reality Games in Children With Cerebral Palsy and Typically Developing Children

Conditions
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Cerebral Palsy, Spastic

Intervention / Treatment
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* Other: Balance rehabilitation using X-box One & Kinect


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: children diagnosed with cerebral palsy (spastic type) age: 8-11 years and 11 months bilateral CP (diplegia) & unilateral CP (hemiplegia) GMFCS level 1 & 2 able to independently stand still for 2 minutes sufficient cooperation to participate in the measurements and training Exclusion Criteria: No informed consent surgery of the lower limbs that affects mobility Botulinum-toxin A treatment within 6 months prior to inclusion in the study vestibular deficits, benign vertigo, ADHD or instable epilepsia For typically developing children: Inclusion criteria; age: 8-11 years and 11 months no history of neurologic, musculoskeletal or other impairments that could affect mobility

Ages Eligible for Study
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Minimum Age: 8 Years
Maximum Age: 12 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Treatment
Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Intervention<br>15 cp children + 10 typically developing children (anticipated) Will have 8 weeks VR training Will have 1 VR training session | Other: Balance rehabilitation using X-box One & Kinect<br>* the virtual reality games (Kinect sports rivals) can be controlled with movements of the body that are registered through the kinect camera.<br>|
| No Intervention: Control<br>15 cp children (anticipated) Will not have 8 weeks of VR training Will not have 1 VR training session | |

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Change in Pediatric Balance Scale compared to baseline | Clinical balance scale with 14 items such as standing unsupported for 30 sec. | measured at baseline, after 40 minutes (of training), and after 8 weeks of training | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Change in Bruininks-Oseretsky test for motor proficiency - subscale 'balance' and 'speed & agility' compared to baseline | Subscales of a clinical balance scale | measured at baseline, after 40 minutes (of training), and after 8 weeks of training | 
| Change in Upper body kinematics compared to baseline | Trunk and arm movements measured using 3d movement registration | measured at baseline, after 40 minutes (of training), and after 8 weeks of training | 
| Change in Posturography compared to baseline | Measurements on a moveable force-platform including the limits of stability during standing | measured at baseline, after 40 minutes (of training), and after 8 weeks of training | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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balance, rehabilitation, exergaming, virtual reality