Evidence map›Paper›PMID 28490322›Full record

Trial reportBMC neurology2017

The effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study.

Sofia Straudi, Giacomo Severini, Amira Sabbagh Charabati, Claudia Pavarelli, Giulia Gamberini, Anna Scotti, Nino Basaglia

Registry-linked trialOpen access · goldAbstract readRandomized Controlled Trial
In one paragraph

Trial report in BMC neurology, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT01883830 ("Feasibility and Efficacy of Virtual Reality With Xbox Kinect in the Rehabilitation of Cronic Traumatic Brain Injuries), which is not on this map. Cited by 17 papers, 4 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
17citing papers in PubMed, 4 pooled it
4.1field-weighted citation impact, top 5% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT01883830 nacompletednot on this map

"Feasibility and Efficacy of Virtual Reality With Xbox Kinect in the Rehabilitation of Cronic Traumatic Brain Injuries: a Randomized Controlled Trial".

TypeinterventionalSponsorUniversity Hospital of FerraraRan2013 to 2016Enrolled21ConditionsTraumatic Brain Injury, Balance Disorders, Attention DeficitsArmsgaming therapy (Xbox), Dynamic balance platform (Biodex)
3 · Its place in the literature

Who cites it

17 citing papers in PubMed, 4 syntheses or guidelines pooled it, 67 citations in OpenAlex.

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  10. Current Trends in Virtual Exercise Interventions Among People With Disabilities: A Scoping Review.Archives of rehabilitation research and clinical translation · 2024
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors at 2 institutions in 2 countries.

Sofia StraudiNeuroscience and Rehabilitation Department, Ferrara University Hospital, Ferrara, Italy. s.straudi@ospfe.it.ORCID http://orcid.org/0000-0002-2061-9922
Giacomo SeveriniSchool of Electrical and Electronic Engineering, University College Dublin, Dublin, Ireland.
Amira Sabbagh CharabatiNeuroscience and Rehabilitation Department, Ferrara University Hospital, Ferrara, Italy.
Claudia PavarelliNeuroscience and Rehabilitation Department, Ferrara University Hospital, Ferrara, Italy.
Giulia GamberiniNeuroscience and Rehabilitation Department, Ferrara University Hospital, Ferrara, Italy.
Anna ScottiNeuroscience and Rehabilitation Department, Ferrara University Hospital, Ferrara, Italy.
Nino BasagliaNeuroscience and Rehabilitation Department, Ferrara University Hospital, Ferrara, Italy.
University of Ferrara · ITUniversity College Dublin · IE

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundPatients with traumatic brain injury often have balance and attentive disorders. Video game therapy (VGT) has been proposed as a new intervention to improve mobility and attention through a reward-learning approach. In this pilot randomized, controlled trial, we tested the effects of VGT, compared with a balance platform therapy (BPT), on balance, mobility and selective attention in chronic traumatic brain injury patients.

methodsWe enrolled chronic traumatic brain injury patients (n = 21) that randomly received VGT or BPT for 3 sessions per week for 6 weeks. The clinical outcome measures included: i) the Community Balance & Mobility Scale (CB&M); ii) the Unified Balance Scale (UBS); iii) the Timed Up and Go test (TUG); iv) static balance and v) selective visual attention evaluation (Go/Nogo task).

resultsBoth groups improved in CB&M scores, but only the VGT group increased on the UBS and TUG with a between-group significance (p < 0.05). Selective attention improved significantly in the VGT group (p < 0.01).

conclusionsVideo game therapy is an option for the management of chronic traumatic brain injury patients to ameliorate balance and attention deficits.

trial registrationNCT01883830 , April 5 2013.

Indexed as

Video GamesAdolescentAdultAttentionBrain Injuries, TraumaticExercise TherapyFemaleHumansMaleMiddle AgedPhysical Therapy ModalitiesPilot ProjectsPostural BalanceAttention deficitBalanceGamingMobilityTraumatic brain injury

Identifiers

PMID28490322
PMCPMC5424286
OpenAlexW2612345279

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.