Actively Recruiting
Effect of Using an Object Handling Serious Game on Upper Limb Rehabilitation for Children with Neurological Disorders
Led by Fondation Ellen Poidatz · Updated on 2025-03-13
10
Participants Needed
2
Research Sites
94 weeks
Total Duration
On this page
AI-Summary
What this Trial Is About
Cerebral palsy, and more broadly neurological disorders, can lead to significant motor impairments that impact individuals' daily lives. To address these limitations, the French National Authority for Health has issued recommendations for rehabilitative care, highlighting intensive training programs, physical activity, and interactive computer games. Scientific literature has also demonstrated the benefits of therapies that incorporate repetition. In this study, the investigators aimed to train patients in producing grasp-and-release movements, and more broadly \*reach-to-grasp\* actions, in a manner intensified by movement repetition. To mitigate the boredom inherent to such repetitive tasks, the invesigators developed a device resembling a serious game, equipped with software, a modular physical platform, and two instrumented figurines designed to interact with the software. Intensive therapy through repetitive movements, supported by the engaging nature of serious games, is expected to improve the manual skills of children with neurological disorders causing motor impairments. To test this hypothesis, a cohort of 5 to 10 children aged 4 to 17 years with neurological disorders causing motor impairments will be invited to participate in the protocol. Participants will first undergo a baseline assessment, which will include repeated measurements of their score on the \*Box and Blocks Test\* and the active range of motion (AROM) of the wrist in extension and supination. An \*Assisting Hand Assessment (AHA)\* test will also be conducted. Following this, a 4-week intervention will be implemented, consisting of three 40-minute sessions per week. During these sessions, the child will play the game and complete the \*Box and Blocks Test\* as well as active range of motion assessments. In total, approximately 4 hours of gameplay is estimated over the course of the intervention, which will conclude with a repeat of the AHA test. A follow-up assessment will take place two months after the intervention's end, with a single measurement of the three parameters (\*Box and Blocks Test\*, AROM, and AHA).
CONDITIONS
Official Title
Effect of Using an Object Handling Serious Game on Upper Limb Rehabilitation for Children with Neurological Disorders
Who Can Participate
Eligibility Criteria
You may qualify if you...
- Neurological disorder causing motor impairment
- Age 4 to 17 years old
- MACS level I to III
- Ability to cooperate, understand, and follow simple instructions to play the game
- Patient affiliated with the French social security system
- Voluntary patient with parental consent for participation
You will not qualify if you...
- Diagnosis of photosensitive epilepsy or history of seizures triggered by video games
- Botulinum toxin treatment within 3 months prior to the study or recent intensive manual skills rehabilitation
- Sensory or cognitive impairments interfering with game play
AI-Screening
AI-Powered Screening
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Trial Site Locations
Total: 2 locations
1
CRMTP Elisatbeth de la Panouse-Debré
Antony, France, 92160
Actively Recruiting
2
Fondation Ellen Poidatz
Saint-Fargeau-Ponthierry, France, 77310
Actively Recruiting
Research Team
E
Eric Desailly, Ph.D.
CONTACT
How is the study designed?
Study Type
INTERVENTIONAL
Masking
NONE
Allocation
NA
Model
SINGLE_GROUP
Primary Purpose
TREATMENT
Number of Arms
1
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