[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-study-detail:100639665":3},{"organization":4,"armGroups":7,"interventions":19,"overallOfficials":23,"centralContacts":28,"locations":33,"responsibleParty":49,"collaborators":52,"id":56,"slug":57,"hasResults":58,"nctId":59,"briefTitle":60,"officialTitle":61,"acronym":18,"eligibilityCriteria":62,"healthyVolunteers":58,"sex":63,"minAge":64,"maxAge":65,"enrollmentInfo":66,"targetDuration":18,"studyType":69,"phases":70,"briefSummary":72,"conditions":73,"keywords":75,"overallStatus":83,"whyStopped":18,"lastUpdateSubmitDate":84,"lastUpdatePostDateStruct":85,"startDateStruct":88,"completionDateStruct":90,"leadSponsor":92,"locationsCount":93},{"fullName":5,"class":6},"Danderyd Hospital","OTHER",[8,14],{"label":9,"type":10,"description":11,"interventionNames":12},"VR\u002FAR intervention","ACTIVE_COMPARATOR","Participants will engage in cognitively demanding games such as Beat Saber, Zooma, or XR Brain Stimulation for 30-60 minutes, 3 days a week for 5 weeks using an augmented reality (AR) (RehAtt® XR) or VR headset (i.e., Meta Quest 3 or Oculus Rift S). Beat Saber and Zooma are both commercially available games. In Beat Saber players use two colored sabers to slice incoming music-synchronized blocks in the directions indicated, while also dodging obstacles like walls and bombs. Zooma involves shooting rolling colored balls to create matches before they reach the endpoint (\"snapdragon\"), using both hands for faster color-matching. XR Brain Stimulation is developed to be used in brain injury rehabilitation and involves 3D games in the form of holograms integrated in the real surroundings.",[13],"Behavioral: VR\u002FAR intervention",{"label":15,"type":16,"description":17,"interventionNames":18},"Control","NO_INTERVENTION","Five patients will be asked to serve as control participants. They will undergo the baseline assessment and the post-intervention assessment, but will not do the VR-based training.",null,[20],{"type":21,"name":9,"description":11,"armGroupLabels":22,"otherNames":18},"BEHAVIORAL",[9],[24],{"name":25,"affiliation":26,"role":27},"Jonas Stenberg, PhD","Danderyd Hospital \u002F Karolinska Institutet, Department of Clinical Sciences, Danderyd Hospital","PRINCIPAL_INVESTIGATOR",[29],{"name":25,"role":30,"phone":31,"phoneExt":18,"email":32},"CONTACT","0046702699536","jonas.stenberg@regionstockholm.se",[34],{"facility":5,"status":18,"city":35,"state":36,"zip":37,"country":38,"countryCode":39,"cosmosGeoPoint":40,"geoPoint":45,"contacts":46},"Stockholm","Stockholm County","182 88","Sweden","SE",{"type":41,"coordinates":42},"Point",[43,44],18.06871,59.32938,{"lat":44,"lon":43},[47],{"name":25,"role":30,"phone":48,"phoneExt":18,"email":32},"00462699536",{"type":27,"investigatorFullName":50,"investigatorTitle":51,"investigatorAffiliation":5,"oldNameTitle":18,"oldOrganization":18},"Jonas Stenberg","PhD",[53],{"name":54,"class":55},"Stiftelsen Promobila","UNKNOWN","100639665","virtual-reality-based-interventions-after-brain-injury-100639665",false,"NCT07586566","Virtual Reality Based Interventions After Brain Injury","The Effectiveness of Virtual Reality Based Interventions on Cognitive Function After Brain Injury","Inclusion Criteria:\n\nParticipants will be recruited from both the inpatient and outpatient units at the Department of Rehabilitation Medicine, Danderyd Hospital.\n\nInclusion criteria:\n\n1. Patients with acquired brain injury in need of multiprofessional rehabilitation admitted to the clinic are eligible if they\n2. are between 18 and 65 years;\n3. present with attention deficits and\n4. are deemed suitable for direct attention training by the rehabilitation team.\n\nExclusion Criteria:\n\n1. Epilepsy or suspected epilepsy;\n2. non-fluent in Swedish\n3. severe fatigue or\u002Fand cognitive dysfunction that makes participation difficult.","ALL","18 Years","65 Years",{"count":67,"type":68},15,"ESTIMATED","INTERVENTIONAL",[71],"NA","After a brain injury, cognitive impairments are common, affecting an individual's independence and quality of life. Although various training programs are used in rehabilitation, it remains unclear how effective they are in real-life settings. The project now being planned at CogTech, a technology-driven rehabilitation unit at Danderyd Hospital, aims to evaluate new methods that can enhance both training effectiveness and motivation.\n\nIn the project, the effect of game-based training in virtual reality (VR) on cognition will be evaluated. VR offers a more realistic and engaging environment, which may improve the transfer of training outcomes to everyday situations. In this feasibility study, ten patients at the clinic will receive VR-training at 15 occasions in addition to rehabilitation as usual.\n\nThe results may contribute to the development of more individualized rehabilitation, reduced treatment times, and improved quality of life for people with brain injury.",[74],"Acquired Brain Injury (Including Stroke)",[76,77,78,79,80,81,82],"cognition","rehabilitation","vr","virtual reality","ar","augmented reality","acquired brain injury","NOT_YET_RECRUITING","2026-05-08",{"date":86,"type":87},"2026-05-14","ACTUAL",{"date":89,"type":68},"2026-06-01",{"date":91,"type":68},"2028-07-31",{"name":5,"class":6},1]