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Concussion, MildNCT04036916

Sensorimotor Training for Injury Prevention in Collegiate Soccer Players II

A study testing Virtual Reality Sensorimotor Training in people with Concussion, Mild and Sport Injury, run by University of Mississippi Medical Center at 1 site in United States.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

The purpose of this project is to evaluate the effectiveness of an injury prevention intervention delivered primarily using headset virtual reality for collegiate soccer players. Read more about this study

Who is it for?
Ages 18 years and older
Conditions the study is for
Concussion, Mild, Sport Injury
What is being tested?
Virtual Reality Sensorimotor Training
Could I receive a placebo?
No, everyone receives an active treatment
How many people
130 participants
Where
1 siteUnited States
Study dates
12 Aug 2019to 10 Dec 2019
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 18 years and older
  • All sexes
  • No healthy volunteers
  • Adult, Older adult

Who may be able to join

  • Male and female athletes
  • 18 years of age or older
  • on the soccer roster who are eligible to play in the fall 2019 season at the participating institutions.

Who cannot join

  • Current diagnosis of concussion (i.e. a non-medically cleared concussion)
  • Current lower-extremity musculoskeletal injury,
  • Seizure disorder with photo sensitivity
  • Other medical diagnosis that will prevent participation in the intervention.

Trial locations and contacts

1 site in 1 country.

United States1 site
  • University of Mississippi Medical Center

    Jackson, Mississippi, 39216

Other trials in United States

About this study

The purpose of this project is to evaluate the effectiveness of an injury prevention intervention delivered primarily using headset virtual reality for collegiate soccer players. The hypothesis is that measures of sensorimotor control will improve, injury incidence rate will decrease and on-field soccer performance will improve.

Being tested
Virtual Reality Sensorimotor Training
Keywords
Concussion, Injury prevention
Medical subject headings
Brain Concussion

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Virtual Reality Sensorimotor TrainingOther

    Also called Cervical strength training

    Games/activities specifically developed to train the sensorimotor system in headset virtual reality + strengthening of the neck

Study groups in NCT04036916
Study groupRoleWhat they receive
Virtual Reality Training (Experimental)ExperimentalParticipants will receive multi-modal sensorimotor training interventions, including activities training the vestibular system, oculomotor control and visual perception, neuromotor control and strengthening of the cervical spine, postural control/ balance exercises, and exercises integrating the use of multiple types of sensory information for controlled motor output, including speed and accuracy. Novel headset virtual reality (VR) games/activities; compliant balance surfaces; resistance bands/weight; and biofeedback devices will be utilized to deliver the training intervention. The exercises delivered at each intervention will be delivered in a group format, using a circuit of exercises that each athlete will complete in a session. Subsequent sessions will build upon previous sessions to work the sensorimotor control system in progressively more challenging and sport-specific scenarios. This present study will complete 12 sessions over 6 weeks.
Receives: Other: Virtual Reality Sensorimotor Training
No Virtual Reality Training (Control)No interventionTrue control.

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Injury incidence rate

    Traumatic injuries (concussion and leg injuries) across the 2019 soccer season/ number of countable athletic exposures

    Measured: approximately 16 weeks

  2. Game Performance

    Game performance will be analyzed through video recording of the 2019 season's games and analysis of performance metrics (performed by InStat). Key performance indices (with higher scores reflecting better performance during game play) will be used as the metric of game performance.

    Measured: approximately 16 weeks

  3. Standing Balance

    Standing balance (as measured on the Sway balance app 0 - 100 scale)

    Measured: Pre to post-intervention (approximately 6 weeks)

  4. Reaction Time

    Reaction time (as measured on the Sway balance app) including impulse control; inspection time; and simple reaction time

    Measured: Pre to post-intervention (approximately 6 weeks)

  5. Oculomotor Control

    Accuracy and latency of saccadic eye movements and smooth pursuit eye movements in response to an object presented to the participant on a computer screen (as measured by the Tobii eye tracker)

    Measured: Pre to post-intervention (approximately 6 weeks)

  6. Near-Point Convergence

    Distance of point of near-binocular convergence (as measured in centimeters)

    Measured: Pre to post-intervention (approximately 6 weeks)

  7. Cranial Cervical Flexion Test

    Cranial-cervical flexion neuromotor control (as measured by performance on the Cranial Cervical Flexion Test, mmHg level of control with a 3 second hold on a biofeedback pressure cuff)

    Measured: Pre to post-intervention (approximately 6 weeks)

  8. Deep Neck Flexor Endurance Test

    Cranial Cervical flexion endurance (measured in seconds)

    Measured: Pre to post-intervention (approximately 6 weeks)

  9. Isometric Neck Strength

    Measured by a dynamometer in flexion, extension, rotation and side-bending, recorded as force produced in each direction

    Measured: Pre to post-intervention (approximately 6 weeks)

Secondary outcomes (9)
  1. Score on Smooth Pursuit VR Game

    Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity for 60 seconds. Requires participant to follow a moving object with eyes while tracing manually. Accuracy of manual trace produces total score. Higher score = better performance.

    Measured: Pre to post-intervention (approximately 6 weeks)

  2. Score on Saccades VR Game

    Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity for 60 seconds. Requires participant to shift eyes to location of a presented visual stimulus and to activate the location with a manual control. Speed and accuracy of manual activation produces total score. Higher score = better performance.

    Measured: Pre to post-intervention (approximately 6 weeks)

  3. Score on Near Point Convergence VR Game

    Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity for 60 seconds. Requires participant to follow a moving object with eyes while tracing manually. Accuracy of manual trace produces total score. Higher score = better performance.

    Measured: Pre to post-intervention (approximately 6 weeks)

  4. Score on Joint Position Error VR Game

    Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity which is conducted according to the Clinical Joint Position Error Test. Accuracy of head relocation after 3 movements to the left, 3 to the right and 3 into extension produces total score. Higher score = better performance.

    Measured: Pre to post-intervention (approximately 6 weeks)

  5. Score on Cervical Neuromotor Control VR Game

    Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity for 60 seconds. Requires participant to use head and neck movement control to trace a maze. Score is based on accuracy and speed of maze trace.

    Higher score = better performance.

    Measured: Pre to post-intervention (approximately 6 weeks)

  6. Score on Postural Control (Balance) VR Game

    Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity for 60 seconds. Requires participant to maintain standing balance while visual scene in VR is tilting left and right. Score is based on postural sway as recorded by headset sensors. Higher score = better performance.

    Measured: Pre to post-intervention (approximately 6 weeks)

  7. Score on Cervical Posture VR Game

    Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity. Requires participant to reproduce a chin-tucked position and hold for 5 seconds. Score is based on correct head alignment (as compared to starting position, measured by headset sensors) across 10 repetitions. Higher score = better performance.

    Measured: Pre to post-intervention (approximately 6 weeks)

  8. Score on Visual Figure VR Game

    Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity for 60 seconds. Requires participant to visually search a complex scene to find a hidden object. Score is based on the number of correct manual identifications of the hidden object. Higher score = better performance.

    Measured: Pre to post-intervention (approximately 6 weeks)

  9. Score on Peripheral Vision VR Game

    Score on activities as recorded in headset VR. This game is scored on a 0 - 1000 point scale during completion of the game activity for 60 seconds. Requires participant to focus on central object and use peripheral vision to identify the same object and indicate with a manual selection. Score is based on number of correct identifications. Higher score = better performance.

    Measured: Pre to post-intervention (approximately 6 weeks)

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted30 Jul 2019
  2. Study start12 Aug 2019
  3. Primary completion10 Dec 2019
  4. Study completion10 Dec 2019

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Prevention
Allocation
Non-randomised
Intervention model
Parallel groups
Masking
None (open label)
Enrolment
130 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT04036916
Sponsor's protocol ID
2019-0157
Status last verified
Mar 2020
First submitted
23 Jul 2019
Last updated
24 Mar 2020
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No: I will have to obtain institutional approval prior to any data being shared externally. This has not been discussed.

Questions about this trial

What is this clinical trial studying?

A study testing Virtual Reality Sensorimotor Training in people with Concussion, Mild and Sport Injury, run by University of Mississippi Medical Center at 1 site in United States.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 3 inclusion and 4 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 24 Mar 2020. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in United States. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Injury incidence rate (time frame: approximately 16 weeks). The study lists 9 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 24 Mar 2020.

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