Virtual Reality and Active Video Games to Improve Balance in Children With Brain Injury
The purpose of this pilot feasibility study is to assess the feasibility of using the Playstation Xbox 360 and Rutgers V-step via a Kinect Sensor with active video game software as a part of a physical therapy intervention to improve obstacle negotiation, gait speed, and stair negotiation in ambulatory children with Cerebral Palsy (CP) hemiparesis or spastic diplegia, or non-progressive brain injury (BI). Children will be assessed using perceptual, balance, functional and gait assessments.
Study Start Date
December, 07 2017
Estimated Completion Date
- Behavioral: Active video gaming
- Behavioral: Usual care physical therapy
Blythedale Children's Hospital -- 17-1206TS
Blythedale Children's Hospital
- Age 7-17
- Diagnosis of Cerebral Palsy or Diagnosis of Acquired Brain Injury
- Ambulatory with or without an assistive device x 150 feet
- Cognition and attention ability sufficient to be successful in video game play and to follow instructions of the investigator.
- Able to complete testing process.
- Current patient at Blythedale Children's Hospital program (Expected Length of Stay/availability for study of approximately 8 weeks)
- Any history of photosensitive epilepsy or seizures triggered by exposure to flashing lights, television or video games
- Attention or behavior problems that prevent the successful completion of game play
- Any acute musculoskeletal injury that limits weight bearing on one lower extremity (due to orthopedist concerns for fracture or injury)
- Any medical condition that prevents the child from tolerating exercise due to cardiovascular conditions
7 Years to 17 Years
Accepts Healthy Volunteers
Study Locations and Contact Information (1)
|Blythedale Childrens Hospital - Valhalla, New York||164.0 miles||Linda Fieback PTfirstname.lastname@example.org|