University Rehabilitation Institute, Republic of Slovenia
Ljubljana, 1000, Slovenia
NCT Number: NCT06463730
Serious games for rehabilitation are delivered through systems that are either customised or non-customised. Custom serious games allow for control of feedback, setting of game speed and difficulty, while non-custom games are less adaptable but provide attractive graphics and sounds. The study compared the activity intensity and user experience of persons after stroke while playing custom and non-custom virtual reality balance games that were both game- and self-paced.
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Notify Me18 year–70 year
All sexes
Interventional
Not applicable
Ljubljana, 1000, Slovenia
Persons in chronic phase poststroke will play 12 games (6 self- and 6 game-paced games) over two sessions (in randomised order). Within each game-type, custom and non-custom games will be played in random order. All games will be played on a balance board, whereby each pair of a custom and non-custom game will require comparable movement directions of the center of pressure. The custom system will be compared to the non-custom system in terms of number of repetitions, movement amplitude, users' enjoyment, flow state, likeability and perception of exertion.
Healthy volunteers accepted: No
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
Custom games played using the Equio system, non-custom Wii Fit games played using the Nintendo Wii Balance Board
Time frame: On the day of the intervention during each game (anticipated duration: 5 minutes)
Number of pelvic displacements in medio-lateral direction extracted from video-recording using specialised software
Time frame: On the day of the intervention during each game (anticipated duration: 5 minutes)
Amplitude of pelvic displacements in medio-lateral direction extracted from video-recording using specialised software
Time frame: On the day of the intervention after each game (anticipated: every 5 minutes)
Assessed using the Modified Physical Activity Enjoyment Scale (scale score expressed as percentage; higher scores mean a better outcome)
Time frame: On the day of the intervention after each game (anticipated: every 5 minutes)
Assessed using the Flow State Scale for Occupational Tasks (scale score range 14-98; higher scores mean a better outcome)
Time frame: On the day of the intervention after each game (anticipated: every 5 minutes)
Rated on a scale from 1 (least liked) to 6 (most liked)
Time frame: On the day of the intervention after each game (anticipated: every 5 minutes)
Assessed using the Borg's Scale (scale score range 6-20; higher scores mean a worse outcome)
University Rehabilitation Institute, Republic of Slovenia
Other
Comparison of Activity Intensity, Performance, and User's Experience Between Custom and Non-custom Serious Games Combined With Balance Boards for Persons After Stroke
Acronym: SeriousGames
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