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| Name | Class |
|---|---|
| RocÃo MartÃn Valero | UNKNOWN |
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This study proposes a randomized clinical trial to evaluate the effectiveness of an immersive virtual reality (VR)-based rehabilitation intervention on functional balance in children and adolescents (5-20 years) with cerebral palsy (CP), at GMFCS levels III-IV. The experimental group will receive VR therapy using Meta Quest 3 headsets over 6 weeks, compared to a control group receiving conventional balance physiotherapy during the same period. The primary objective is to determine whether VR therapy improves functional balance, assessed using the Early Clinical Assessment of Balance (ECAB). Secondary objectives include evaluating perceived quality of life (PedsQL) and treatment adherence over the 6-week intervention period.
Cerebral palsy (CP) is the most common cause of childhood motor disability, and at GMFCS levels III-IV it involves significant limitations in mobility and balance. Conventional physical therapies have achieved progress in this population but often rely on repetitive exercises that may become monotonous, affecting motivation and adherence among children and adolescents. In this context, immersive virtual reality emerges as an innovative rehabilitation tool, offering engaging and playful environments that increase patient motivation. Preliminary evidence suggests that VR provides a safe and stimulating environment that can enhance balance and motor skills in children with CP, although some studies have not found significant differences compared to traditional therapy.
This controlled randomized clinical trial follows international quality standards (CONSORT/SPIRIT guidelines) to ensure methodological rigor and transparency. A total of 40 participants with CP will be recruited and randomly assigned to either the VR intervention or the control group (20 per group). Therapy will be conducted over 6 weeks for both groups, with balance assessments performed by a physiotherapist blinded to the treatment allocation (i.e., unaware whether the participant belongs to the VR or control group). It is anticipated that the immersive VR intervention will significantly improve functional balance (ECAB score) more than conventional therapy. Additionally, improvements in perceived quality of life and high treatment adherence are expected in the VR group. If results confirm these hypotheses, this study would support the incorporation of immersive VR as an effective and safe complementary therapeutic approach in pediatric CP rehabilitation.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Experimental Group (EG): Intervention with Immersive Virtual Reality (VR) | Experimental |
Postural control Static and dynamic balance Motor coordination
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| Control Group (CG): Intervention with Conventional Balance Therapy | Active Comparator |
Sitting and standing training Balance training on different surfaces Functional activities with manual support or technical aids - The goal is to offer an effective therapeutic intervention comparable in time, frequency, and intensity to the Experimental Group, but without the use of VR technology. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| immersive virtual reality intervention with Meta Quest 3 | Device | The intervention consists of a rehabilitation program based on Immersive Virtual Reality (IVR), specifically designed to improve functional balance in children and adolescents with GMFCS levels III and IV cerebral palsy, between 5 and 20 years of age. The Meta Quest 3 device will be used, a standalone, wireless, high-definition immersive virtual reality system. This device allows the user to fully immerse themselves in interactive virtual environments, blocking out external stimuli and offering an immersive, motivating, and controlled experience. |
| Measure | Description | Time Frame |
|---|---|---|
| Functional Balance: ECAB Scale (Early Clinical Assessment of Balance) | This is a validated scale that assesses postural control in children and adolescents with cerebral palsy. It includes two components:
Assessment by: A physical therapist blinded to the assigned group (independent evaluator). | Week 0 (baseline) Week 7 (post-intervention) Week 13 (follow-up) |
| Measure | Description | Time Frame |
|---|---|---|
| Perceived Quality of Life: PedsQL 4.0 Questionnaire (cerebral palsy-specific version, in Spanish) | Assesses the participant's subjective perception of their physical, emotional, social, and academic well-being. Format: Self-administered by parents or the adolescent, if possible. Total score: Ranges from 0 (very low quality of life) to 100 (high quality of life) | Week 0 (baseline) Week 7 (post-intervention) |
| Measure | Description | Time Frame |
|---|---|---|
| Treatment Adherence: Attendance and Compliance Record | It is measured as the percentage of sessions completed out of the total scheduled (18 total sessions: 3 sessions/week for 6 weeks). Objective: To compare adherence between: Experimental Group (virtual reality) Control Group (conventional therapy) | Diary |
Inclusion Criteria:
Exclusion Criteria:
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Multicenter randomized clinical trial
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| Intervention with Conventional Balance Physical Therapy | Other | The Control Group (CG) will receive a standardized conventional physical therapy program focused on balance training, with the goal of improving postural and functional control in children and adolescents with GMFCS levels III and IV cerebral palsy, between 5 and 20 years of age. This treatment is based on traditional exercises recognized within pediatric physical therapy for balance training and is designed to be comparable in time, frequency, and intensity to the experimental group (virtual reality), but without the use of immersive technology. |
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| ID | Term |
|---|---|
| D002547 | Cerebral Palsy |
| ID | Term |
|---|---|
| D001925 | Brain Damage, Chronic |
| D001927 | Brain Diseases |
| D002493 | Central Nervous System Diseases |
| D009422 | Nervous System Diseases |
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| ID | Term |
|---|---|
| D008722 | Methods |
| ID | Term |
|---|---|
| D008919 | Investigative Techniques |
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