~10 spots leftby Aug 2026

Exergame for Cerebral Palsy

(SPACE Trial)

YH
Overseen byYoung Hwa M Chang, PhD, CCC-SLP
Age: < 18
Sex: Any
Travel: May Be Covered
Time Reimbursement: Varies
Trial Phase: Academic
Recruiting
Sponsor: Rutgers, The State University of New Jersey
Disqualifiers: Severe vision impairment, Dyskinetic CP, others
No Placebo Group

Trial Summary

What is the purpose of this trial?

The purpose of this study is to develop innovative home therapy games to train the weak arm and improve speech intelligibility (clarity) of children with hemiplegia from cerebral palsy. The investigators are exploring the effects of these therapy games and how they change the children's speech, hand movement, and brain activation. 15 children who are 8-17 years old will be recruited for this study. These children should have a diagnosis of cerebral palsy, mild to moderate speech issues but use speech as the primary mode of communication, mild to moderate movement difficulty and muscle spasticity, adequate hearing (pass a hearing screening), and be able to follow simple task-related directions. Children who have severe vision impairment that limits the child's ability to interact with the entire computer screen, have severe arm weakness so they cannot move their arm enough to interact with the computer games, have severe increase in tone in their weak arm, or have difficulty following instructions or paying attention to computer video games for at least 10 minutes cannot participate in this study. The therapy games will take 8 weeks to finish at home. Each child will play these games for 30 minutes each day, 5 days per week. In addition, children will come to the lab 4 times for speech and hand movement assessment: (1) 1st assessment takes place immediately before the child start to play the video games. (2) 2nd assessment takes place 4 weeks (midpoint) after the child starts to play the games. (3) 3rd assessment takes place immediately after the video games are finished. (4) 4th assessment takes place 6 weeks after the video games are finished. Each assessment should take about 2 hours to complete in the Rutgers movement lab or at Rutgers SLP Clinic. A total of 15 children will take part in this research study. The research will last for 2 years overall.

Will I have to stop taking my current medications?

The trial information does not specify whether participants need to stop taking their current medications.

What data supports the effectiveness of the treatment Speech and Arm Combined Exergame for cerebral palsy?

Research shows that exergames can improve muscle strength in children with cerebral palsy when added to usual care, suggesting potential benefits for treatments like the Speech and Arm Combined Exergame.12345

Is the exergame treatment safe for humans?

The research suggests that exergames, including those for cerebral palsy, are generally safe and can improve muscle strength in various populations, including children with cerebral palsy, when added to usual care.12456

How is the Speech and Arm Combined Exergame treatment different from other treatments for cerebral palsy?

The Speech and Arm Combined Exergame treatment is unique because it combines exercise video games with speech and arm movements, potentially making rehabilitation more engaging and enjoyable for children with cerebral palsy. This approach may help improve muscle strength and motor function by integrating fun, interactive elements into therapy, which is different from traditional rehabilitation methods.12378

Research Team

YH

Young Hwa M Chang, PhD, CCC-SLP

Principal Investigator

Rutgers University

Eligibility Criteria

This trial is for children aged 8-17 with cerebral palsy and mild to moderate speech and arm movement difficulties. Participants must primarily communicate through speech, pass a hearing screening, and be able to engage with computer games for at least 10 minutes.

Inclusion Criteria

I mainly communicate by talking.
I am between 8 and 17 years old.
MACS level I to III
See 6 more

Exclusion Criteria

I have dyskinetic cerebral palsy or spastic diplegia.
My child has severe vision problems affecting their ability to see the whole computer screen.
English is not their first or primary language.

Trial Timeline

Screening

Participants are screened for eligibility to participate in the trial

1-2 weeks
1 visit (in-person)

Treatment

Participants engage in home-based therapy games for speech and upper extremity training

8 weeks
Daily home sessions, 4 lab visits for assessments

Follow-up

Participants are monitored for retention of treatment effects

6 weeks
1 visit (in-person)

Treatment Details

Interventions

  • Speech and Arm Combined Exergame (Behavioural Intervention)
Trial OverviewThe study tests home therapy video games designed to improve arm function and speech clarity in children with hemiplegia from cerebral palsy. It involves playing the games daily for 8 weeks and attending four assessment sessions at Rutgers labs.
Participant Groups
3Treatment groups
Experimental Treatment
Group I: Speech/Arm combined (Group 3)Experimental Treatment1 Intervention
Participants in Group 3 will play three video games using both voice and hand/arm.
Group II: Speech only (Group 1)Experimental Treatment1 Intervention
Participants in Group 1 will play three video games using their voice only.
Group III: Arm only (Group 2)Experimental Treatment1 Intervention
Participants in Group 2 will play three video games using their impaired hand and arm only.

Find a Clinic Near You

Who Is Running the Clinical Trial?

Rutgers, The State University of New Jersey

Lead Sponsor

Trials
471
Recruited
81,700+
Dr. Jonathan Holloway profile image

Dr. Jonathan Holloway

Rutgers, The State University of New Jersey

Chief Executive Officer since 2020

PhD in History from Yale University

Dr. Brian Strom profile image

Dr. Brian Strom

Rutgers, The State University of New Jersey

Chief Medical Officer since 2014

MD from Rutgers New Jersey Medical School

Findings from Research

Clinicians believe that cycling-based exergames can benefit children with cerebral palsy (CP) and may also be applicable to other pediatric populations, highlighting a positive perspective on their potential use in rehabilitation.
However, barriers such as limited clinician time and misalignment of exergame responsibilities with their roles could hinder the implementation of these interventions in inpatient settings.
Clinician perspectives on the implementation of inpatient cycling-based exergames for children with cerebral palsy: A qualitative study.Cardenas, A., Petrevska, M., Biddiss, E., et al.[2022]
The GMFM Ability-Based algorithm significantly reduced the distance between players in a cycling-based video game for youth with cerebral palsy, leading to more balanced and engaging races compared to no balancing, with a dyad spread of 4.6 meters versus 11.9 meters (P < 0.001).
Participants found the game enjoyable and fair, rating it a median score of 4 out of 5 for both fun and fairness, indicating that the algorithm not only improved game balance but also enhanced the overall experience of the players.
Ability-Based Balancing Using the Gross Motor Function Measure in Exergaming for Youth with Cerebral Palsy.MacIntosh, A., Switzer, L., Hwang, S., et al.[2018]
Children with cerebral palsy (N=17, average age 9.43 years) engaged in moderate physical activity while playing active video games (AVGs), particularly during dance and boxing games, achieving metabolic equivalents of 3.20 and 3.36 respectively.
Participants reported high enjoyment levels (4.5 out of 5) while playing AVGs, suggesting that these games can be a fun and effective way to promote physical activity and potentially aid in rehabilitation for children with CP.
Active video game play in children with cerebral palsy: potential for physical activity promotion and rehabilitation therapies.Howcroft, J., Klejman, S., Fehlings, D., et al.[2022]

References

Clinician perspectives on the implementation of inpatient cycling-based exergames for children with cerebral palsy: A qualitative study. [2022]
The effects of exergames on muscle strength: A systematic review and meta-analysis. [2021]
Ability-Based Balancing Using the Gross Motor Function Measure in Exergaming for Youth with Cerebral Palsy. [2018]
An innovative cycling exergame to promote cardiovascular fitness in youth with cerebral palsy. [2018]
Active video game play in children with cerebral palsy: potential for physical activity promotion and rehabilitation therapies. [2022]
Personalisation of a virtual gaming system for children with motor impairments: performance and usability. [2023]
Exergaming with a pediatric exoskeleton: Facilitating rehabilitation and research in children with cerebral palsy. [2023]
Personalized 3D exergames for in-home rehabilitation after stroke: a pilot study. [2023]