~0 spots leftby Jun 2025

Virtual Reality Gaming for Rett Syndrome

PS
PS
Overseen ByPamela S Diener, PhD, MS, OT/L
Age: < 65
Sex: Any
Travel: May Be Covered
Time Reimbursement: Varies
Trial Phase: Academic
Recruiting
Sponsor: Georgetown University
Disqualifiers: Orthopedic, neuromuscular, others
No Placebo Group

Trial Summary

What is the purpose of this trial?

This trial uses special computer games with wristbands to help individuals with Rett syndrome move their arms and hands more independently. The wristbands track arm movements, allowing participants to control the games. The goal is to reduce repetitive hand movements and improve quality of life.

Do I need to stop my current medications for the trial?

The trial information does not specify whether you need to stop taking your current medications.

What data supports the effectiveness of the treatment Modified Virtual Reality Gaming, Virtual Reality Gaming, Computer-Based Gaming Therapy for Rett Syndrome?

Research shows that virtual reality and game-based therapies can improve motivation and engagement in rehabilitation for neurological conditions, and they have been used effectively in children with cerebral palsy and adults after strokes. These therapies provide repetitive, task-oriented training that can enhance learning and neuroplasticity (the brain's ability to reorganize itself), which may be beneficial for individuals with Rett Syndrome.12345

Is virtual reality gaming safe for use in humans?

Research on virtual reality gaming for rehabilitation, including for conditions like stroke and cerebral palsy, shows that it is generally safe for humans, with most participants experiencing no significant adverse effects.13567

How is the treatment 'Virtual Reality Gaming for Rett Syndrome' different from other treatments for this condition?

Virtual Reality Gaming for Rett Syndrome is unique because it uses interactive simulations to create engaging and realistic environments for active learning and rehabilitation, which can promote neuroplasticity (the brain's ability to reorganize itself) and sensory/motor practice, unlike traditional therapies that may not offer such immersive and motivating experiences.14789

Eligibility Criteria

This trial is for individuals with Rett Syndrome who understand cause and effect, can move their arms to control games, and have no other conditions affecting shoulder movement. It's open to participants from multiple countries and all US states.

Inclusion Criteria

You understand how one thing can lead to another.
I have been diagnosed with Rett syndrome.
I can move my arms well enough to play video games.

Exclusion Criteria

I don't have any bone or muscle conditions that affect my shoulder movement.

Trial Timeline

Pre-intervention

Participants undergo a pre-intervention phase to establish baseline measurements

4 weeks

Cause and Effect Training

Participants engage in a cause and effect training phase to prepare for the main intervention

1 week

Intervention

Participants engage in computer-based activities designed to improve arm use and reduce stereotypies

12 weeks
3 sessions per week (virtual)

Post-intervention

Participants are assessed for changes in arm function and quality of life after the intervention

4 weeks

Follow-up

Participants are monitored for long-term effects of the intervention

4 weeks

Treatment Details

Interventions

  • Modified Virtual Reality Gaming (Behavioral Intervention)
Trial OverviewThe study tests if modified virtual reality gaming can reduce repetitive movements (stereotypies) and improve independent arm use in people with Rett Syndrome, aiming also to enhance quality of life through a tele-research approach.
Participant Groups
1Treatment groups
Experimental Treatment
Group I: ParticipantsExperimental Treatment1 Intervention
The study involves a pre-intervention phase (4 weeks long), followed by a cause and effect training phase (1 week long), followed by an intervention phase (12 weeks long), and ending with a post-intervention phase (4-weeks long) for a total of 5-6 months from start to finish.

Find a Clinic Near You

Who Is Running the Clinical Trial?

Georgetown University

Lead Sponsor

Trials
355
Recruited
142,000+

International Rett Syndrome Foundation Rettsyndrome.org

Collaborator

Trials
3
Recruited
230+

Findings from Research

The Movement Rating Instrument for Virtual Reality Game Play (MRI-VRGP) was developed to quantify movements during virtual reality gaming, showing excellent reliability for many movement types, particularly for upper extremity far reach and jumping movements.
The study involved 176 gameplay sessions from 11 children (7 typically developing and 4 with cerebral palsy), and while the instrument showed strong reliability for some movements, issues like video quality and rater interpretation need to be addressed for improved accuracy in future assessments.
Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play.Levac, D., Nawrotek, J., Deschenes, E., et al.[2020]
The mobile game-based VR rehabilitation program (MoU-Rehab) significantly improved upper extremity function in stroke patients compared to conventional therapy, as measured by the Fugl-Meyer Assessment and other metrics.
The program was well-tolerated with no adverse effects reported, and patients expressed high satisfaction, indicating its feasibility as a rehabilitation tool for upper limb recovery after ischemic stroke.
Mobile game-based virtual reality rehabilitation program for upper limb dysfunction after ischemic stroke.Choi, YH., Ku, J., Lim, H., et al.[2019]
Virtual reality (VR) and serious games (SGs) are emerging as effective motivational tools in rehabilitation for individuals with neurological conditions, showing promise in improving body functions and some activity outcomes.
A thorough evaluation of clients' goals and careful selection of VR and SG interventions are essential for maximizing their benefits, highlighting the need for further research in areas like prevention and participation.
Virtual Reality and Serious Games in Neurorehabilitation of Children and Adults: Prevention, Plasticity, and Participation.Deutsch, JE., Westcott McCoy, S.[2019]

References

Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play. [2020]
Mobile game-based virtual reality rehabilitation program for upper limb dysfunction after ischemic stroke. [2019]
Virtual Reality and Serious Games in Neurorehabilitation of Children and Adults: Prevention, Plasticity, and Participation. [2019]
Role of virtual reality for cerebral palsy management. [2015]
End-user involvement in rehabilitation virtual reality implementation research. [2022]
Immersive Virtual Reality during Robot-Assisted Gait Training: Validation of a New Device in Stroke Rehabilitation. [2023]
Active Video Gaming for Children with Cerebral Palsy: Does a Clinic-Based Virtual Reality Component Offer an Additive Benefit? A Pilot Study. [2018]
Gaming Technology for Pediatric Neurorehabilitation: A Systematic Review. [2022]
Video-game based therapy performed by children with cerebral palsy: a cross-over randomized controlled trial and a cross-sectional quantitative measure of physical activity. [2022]