Semi-inmersive Virtual Reality on Upper Limb in Multiple Sclerosis
Effects of a Semi-inmersive Virtual Reality Training Program on Muscle Strength, Coordination, Fatigue, Functionality and Quality of Life in Patients With Multiple Sclerosis
What it found
A paper reports the results; we have not read it yet. See Papers below.
What was tested
Treatment tested
- semi-inversive tech
Compared with
- Conventional therapy
What it measured
Main measures
Jamar
8 weeks
Arm and hand functionPhysical functionBox and blocks
8 weeks
Arm and hand functionThe Purdue Pegboard Test
8 weeks
Arm and hand functionPhysical functionNine Hole Peg Test
8 weeks
Arm and hand functionPhysical function
Other measures (2)
The Client Satisfaction Questionnaire
after 8 weeks of treatment
Quality of life (reported by participants)Adherence
after 8 weeks of treatment
Quality of life (reported by participants)
Who could take part
MS (type not specified) · 18 and over · EDSS 1.0 to 7.5
Show the full criteria
Inclusion criteria
* Diagnosis of MS according to McDonald's criteria. * Assessment on the Kurtzke Scale of the State of Multiple Sclerosis Disability (EDSS) with a score between 1.0 and 7.5. * Stable medical treatment for at least six months prior to the intervention. * Muscle tone in the upper extremities not greater than 2 points (moderate hypertonia, increased muscle tone during most of the arc of movement, but the affected part can easily be moved passively) on the modified Ashworth Scale. * Score less than or equal to 4 points in the section ¨Piramidal Function¨ of the functional scale of the EDSS. * Absence of cognitive impairment, with the ability to understand the instructions and obtain a score equal to or greater than 24 in the Minimental Test. * Score equal to or less than 2 points in the section ¨Functions Mental¨ of the EDSS.
Exclusion criteria
* Diagnosis of another neurological disease or musculoskeletal disorder other than MS. * Diagnosis of any cardiovascular, respiratory or metabolic disease. * Other conditions that may interfere with this study, having suffered an exacerbation or hospitalization in the last 3 months before starting the protocol of assessment, or during the therapeutic intervention process. * Having received a steroid cycle, intravenously or orally, 6 months before the start of the assessment protocol and within the intervention period of study duration. * Having received treatment with botulinum toxin in the six months prior to the start of the study. * Presence of uncorrected visual disturbances through eye devices.
As registered. Criteria can change, so ask the trial team or your neurologist.
About this trial
In the sponsor's words
Video games based on VR technology are emerging as valid tools used in neurorehabilitation for patients with neurological disorders, and as a low cost and easily accepted adjunct to traditional therapy. Standard games such as the Nintendo Wii, Playstation Move and Kinect plus XBOX 360 have been used in EM rehabilitation. However, often these are either too difficult for patients or the games progress too quickly, failing to provide impairment-focused training or specifically address patients' needs [10]. Therefore, it is necessary to develop specific serious games for EM patients. Serious games are defined as games designed for a primary purpose other than that of pure entertainment, and which promote learning and behavior changes for EM patients. In this context, gesture caption devices (such as MYO, LEAP or Joy Con´s Nintendo Switch), which uses a sensor that captures the movement of the patient's forearms and hands are really interesting in rehabilitation contexts. This generates a virtual image of the upper limbs on a computer screen and the patient is prompted to perform movements according to the functional task proposed. This system presents important advantages namely thanks to its portability, ease of use, commercial availability, low cost and non-invasive nature. However, evidence is lacking that supports the therapeutic use of semi-inmersive VR technology in the treatment of upper limb (UL) motor disorders in EM.
Papers
Results
Cost-effectiveness analysis of the MYO Armband<sup>®</sup> device in combination with specifically designed video games for upper limb rehabilitation in people with multiple sclerosis.J Neuroeng Rehabil · 2025
Results
sEMG-controlled forearm bracelet and serious game-based rehabilitation for training manual dexterity in people with multiple sclerosis: a randomised controlled trial.J Neuroeng Rehabil · 2023
Results
Effects of virtual reality associated with serious games for upper limb rehabilitation inpatients with multiple sclerosis: randomized controlled trial.J Neuroeng Rehabil · 2020
Results
Cuesta-Gomez A, Martin-Diaz P, Sanchez-Herrera Baeza P, Martinez-Medina A, Ortiz-Comino C, Cano-de-la-Cuerda R. Nintendo Switch Joy-Cons' Infrared Motion Camera Sensor for Training Manual Dexterity in People with Multiple Sclerosis: A Randomized Controlled Trial. J Clin Med. 2022 Jun 7;11(12):3261. doi: 10.3390/jcm11123261.
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History
Started
Nov 2019
Main results due
Mar 2023
Finished
Apr 2023