Effect of Virtual Reality-based Training on Balance and Walking in Youth With Autism Spectrum Disorder

Part of paid clinical trials in Bloomington, Indiana.

Sponsor
Indiana University
Study ID
NCT06023563
Status
Completed

Conditions

Eligibility Criteria

Sex
ALL
Age
7 Years - 22 Years
Healthy Volunteers
Not accepted

Interventions

  • Virtual reality active video gaming using Nintendo switch sports — DEVICE
    Playing 2 pre-selected VR active video games from beach tennis, soccer, volleyball, badminton, bowling, and chambara for 10 minutes each with a 5 minute break in-between. Total duration 30-40 minutes.
  • Standard physical therapy balance exercises — BEHAVIORAL
    Balance exercises: Standing with feet together for 10 seconds 5 times, standing with 1 foot in front of other for 10 seconds 5 times on both sides, standing on one leg for 10 seconds 5 times on both sides, walking with one foot in front of other on a 1-meter-long line for 5 repetitions and standing on a balance board for 30 seconds for 3 repetitions. 5 minutes each of warm-up and cool down exercises. Total duration 20-30 minutes.

Study Details

The goal of this clinical trial is to assess the effect of short-term (3 days/week for 2 weeks) Virtual Reality (VR) active video gaming intervention on static and dynamic balance, versus traditional balance training exercises, in youth with ASD. The participants in the intervention group will engage in VR active video gaming using the Nintendo Switch Sports under supervision via Zoom for 6 sessions occurring over 2 weeks, from their home. While, the participants in the control group will engage in standard physical therapy exercises for balance and walking under supervision via Zoom, for 6 sessions occurring over 2 weeks, from their home. Their balance and walking will be assessed 3 times, 3-5 days before the intervention, 3-5 days after the intervention and 4-weeks after the intervention. * Participants static balance will be assessed by standing on pressure mat, under 2 conditions, eyes open and eyes closed for 30 seconds each. * The Pediatric Berg's balance Scale (PBS), a 14-point scale containing everyday activities, will be used as a clinical measure for assessing the static and dynamic balance. * 13-infra-red camera motion capture system, Qualisys, will be used for assessing the walking. The difference in the balance and walking parameters will be assessed and compared.

Key Dates

Start date
May 15, 2023
Status verified
May 2026
Primary completion
Apr 19, 2024
Completion
Apr 19, 2024

Study Design

Enrollment
13 participants (actual)
Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT

Arms

  • Experimental: Virtual reality active video gaming
    The participants in this group will engage in VR active gaming using Nintendo Switch Sports under supervision via Zoom, for 6 sessions over 2 weeks.
  • Active Comparator: Standard balance exercises
    The participants in this group will engage in standard physical therapy exercises for balance and walking under supervision via Zoom, for 6 sessions over 2 weeks.

Primary Outcome Measure

Change in the Center of Pressure Movement (Postural Sway Velocity) [ Time Frame: 5 days before the intervention, 5 days after the intervention and 4 weeks after the intervention ]

Locations (1)

FacilityCityStateZIPSite coordinators
Indiana University BloomingtonBloomingtonIndiana47405-

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