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Effect of Video-Based Games on Upper Extremity Function in Children With Hemiparetic Cerebral Palsy

Key facts

Who runs it
Pamukkale University
Where
Türkiye1 site in 1 countryChoose a country to see its sites
Trial code
Status
Completed
People taking part
24 people enrolled
Started
1 Oct 2023
Ended
1 May 2025
Type of study
Interventional, 2 groupsOne group gets an existing treatment, for comparison.
Treatments tested
  • neurodevelopmental treatment (NDT)
  • Video-Based Gaming Training Using Microsoft Xbox
Record updated
19 February 2026

Who can take part

Age
7 years to 13 years
Sex
Women and men
Healthy volunteers
Cannot take part

The registry criteria, word for word

Show all 6 criteriaShow less

Who can take part

  • aged between 7 and 13 years
  • diagnosis of spastic hemiparetic cerebral palsy
  • participants to be classified at levels I, II, or III according to the Gross Motor Function Classification System (GMFCS) and at levels I, II, or III according to the Manual Ability Classification System (MACS)

Who cannot take part

  • Children who had undergone upper extremity tendon release surgery or received botulinum toxin injections within the previous six months
  • additional neurological disorders other than cerebral palsy
  • permanent orthopedic conditions affecting upper extremity function

This trial has no sites in United States.

It has sites in one country. Choose a country to see its sites.

About the trial

What the trial wants to find out

Aim:

Read full original descriptionShow less

The present study aimed to systematically evaluate the effects of video-based gaming on upper extremity motor function and activity participation in children with hemiparetic cerebral palsy (CP). Specifically, it investigated whether Microsoft Xbox Kinect games leveraging motion-detection technology, when added to conventional neurodevelopmental therapy (NGT), would provide additional benefits in motor skill development, independence in activities, social engagement, motivation, and treatment adherence compared to NGT alone.

Materials and Methods:

Twenty-four children aged 7-13 years with hemiparetic CP, classified as Level I-III on the Gross Motor Function Classification System (GMFCS) and Level 1-3 on the Manual Ability Classification System (MACS), were recruited. Participants were randomized into intervention (n=12) and control (n=12) groups. The control group received NGT four times per week (45-minute sessions) over a 12-week period. The intervention group received two NGT sessions and two Xbox Kinect gameplay sessions per week, each lasting 45 minutes, over the same duration.

Outcome measures included the Nine-Hole Peg Test (9HPT) to assess timed hand performance, the Duruöz Hand Index (DHI) to evaluate skill-based hand function, and the Assistance to Participation Scale (APS) to assess participation in daily activities. All assessments were conducted by a blinded expert physiotherapist at baseline and after the intervention period.

The 2 groups in the trial

  • StudyTreatment being tested

    Participants in the study group received NDT twice per week (45 minutes per session) in addition to video-based gaming training using Microsoft Xbox twice per week (45 minutes per session) for 12 weeks.

    Treatment: neurodevelopmental treatment (NDT) and Video-Based Gaming Training Using Microsoft Xbox

  • ControlExisting treatment, for comparison

    Participants in the control group received neurodevelopmental treatment (NDT) four times per week, with each session lasting 45 minutes, for a total duration of 12 weeks.

    Treatment: neurodevelopmental treatment (NDT)

Results explained

A paper that names this trial, explained in plain words.

Data and sources

Registry record
Listed on ClinicalTrials.gov.
Official title
The Effect of Video-Based Games on Upper Extremity Function and Activity Participation in Children With Hemiparetic Cerebral Palsy
Publications
Record updated
19 February 2026