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
{"title":"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","authors":"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","doi":"10.1136/bmjsem-2024-002123","DOIUrl":null,"url":null,"abstract":"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. 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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. 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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