评估游戏化、完全沉浸式和针对中风的虚拟现实干预对改善亚急性期中风患者残疾和生活质量的影响:RESET 随机试验的研究方案

IF 3.9 Q1 SPORT SCIENCES BMJ Open Sport & Exercise Medicine Pub Date : 2024-08-01 DOI:10.1136/bmjsem-2024-002123
Alba Hernández-Martínez, Manuel Fernandez-Escabias, Laura Amaya-Pascasio, Sofia Carrilho-Candeias, Máriam Ramos-Teodoro, Mercedes Gil-Rodríguez, Andrea Orellana-Jaen, Elena Martínez-Rosales, David Ruiz-González, Alba Esteban-Simón, Belén Castro-Ropero, Laura del-Olmo-Iruela, María Isabel López-López, Ana Isabel Ramos-Herrera, Manuel F. Fajardo-Rodríguez, Silvia Gómez-García, Marta Rodríguez-Camacho, Elena Conde-Negri, Mónica Rodríguez-Pérez, Pablo Jorge Marcos-Pardo, Jonatan R Ruiz, Inmaculada Villegas-Rodríguez, Francisco J Amaro-Gahete, Patricia Martínez-Sánchez, Alberto Soriano-Maldonado
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引用次数: 0

摘要

中风是导致残疾的主要原因,也是全球第二大死亡原因。中风造成的负担日益加重,凸显了优化康复方案的重要性。虚拟现实(VR)可以改善中风后的预后。集游戏化、完全沉浸和中风特异性于一体的 VR 软件(即用于改善中风患者残疾和生活质量的新型虚拟现实软件的开发和验证(RESET)软件)可能会大大改善残疾和生活质量(QoL)。然而,这种技术仍然非常稀缺。RESET 试验旨在评估为期 10 周的早期游戏化、完全沉浸式和中风专用 VR 干预(即从中风后第 3 周开始)对亚急性期中风患者的残疾和生活质量的影响。年龄≥18 岁的缺血性或出血性中风患者(94 人)将随机接受(1)常规护理(UC)、(2)商业 VR 或(3)游戏化、完全沉浸式和中风专用 VR(RESET)。三组患者都将接受常规护理(即每周三次、每次 90 分钟的标准康复训练)。VR 组将额外接受每周三次、每次 20 分钟的 VR 训练。结果测量将在基线(中风发生后第 2 周)、第 13 周(中风发生后约 90 天)和第 26 周(中风发生后约 6 个月)进行评估。主要结果是用 Barthel 指数测量的残疾程度。次要结果包括 QoL、上肢和下肢运动功能、粗大手部灵活性、握力和认知功能。这项研究将揭示游戏化、完全沉浸式和中风专用 VR 软件对处于亚急性早期阶段的中风患者的残疾和 QoL 的影响。[NCT06132399][1]。由于本研究未生成和/或分析数据集,因此不适用数据共享。这是一份研究方案,因此没有原始数据。[1]:/lookup/external-ref?link_type=CLINTRIALGOV&access_num=NCT06132399&atom=%2Fbmjosem%2F10%2F3%2Fe002123.atom
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Evaluation of the effects of a gamified, fully immersive and stroke-specific virtual reality intervention for improving disability and quality of life in patients with stroke in the subacute phase: study protocol of the RESET randomised trial
Stroke is the leading cause of disability and the second cause of death worldwide. The increasing burden of stroke underscores the importance of optimising rehabilitation protocols. Virtual reality (VR) can improve poststroke prognosis. A VR software combining gamification, full immersion and stroke specificity (ie, the Development and validation of a novel viRtual rEality software for improving diSability and quality of lifE in patients with sTroke (RESET) software) might substantially improve disability and quality of life (QoL). However, this technology is still very scarce. The RESET trial aims to assess the effects of an early 10-week gamified, fully immersive and stroke-specific VR intervention (ie, starting at week 3 poststroke) on disability and QoL in people with stroke in the subacute phase. People with ischaemic or haemorrhagic stroke (n=94) aged ≥18 years will be randomised to receive (1) usual care (UC), (2) commercial VR or (3) gamified, fully immersive and stroke-specific VR ( RESET ). The three groups will receive UC (ie, three sessions/week of 90 min of standard rehabilitation). The VR groups will additionally receive three VR sessions of 20 min per week. The outcome measures will be assessed at baseline (week 2 from stroke occurrence), week 13 (approximately 90 days from the event) and week 26 (approximately 6 months from the event). The primary outcome is disability measured with the Barthel Index. Secondary outcomes include QoL, upper-extremity and lower-extremity motor function, gross manual dexterity, handgrip strength and cognitive function. This study will unravel the effects of a gamified, fully immersive and stroke-specific VR software on disability and QoL in patients with stroke in the early subacute phase. [NCT06132399][1]. Data sharing not applicable as no datasets generated and/or analysed for this study. This is a study protocol; therefore, no original data are available. [1]: /lookup/external-ref?link_type=CLINTRIALGOV&access_num=NCT06132399&atom=%2Fbmjosem%2F10%2F3%2Fe002123.atom
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