[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-study-detail:100635050":3},{"organization":4,"armGroups":7,"interventions":20,"overallOfficials":25,"centralContacts":30,"locations":25,"responsibleParty":37,"collaborators":25,"id":39,"slug":40,"hasResults":41,"nctId":42,"briefTitle":43,"officialTitle":44,"acronym":45,"eligibilityCriteria":46,"healthyVolunteers":41,"sex":47,"minAge":48,"maxAge":49,"enrollmentInfo":50,"targetDuration":25,"studyType":53,"phases":54,"briefSummary":56,"conditions":57,"keywords":64,"overallStatus":69,"whyStopped":25,"lastUpdateSubmitDate":70,"lastUpdatePostDateStruct":71,"startDateStruct":74,"completionDateStruct":76,"leadSponsor":78,"locationsCount":25},{"fullName":5,"class":6},"Ziauddin University","OTHER",[8,14],{"label":9,"type":10,"description":11,"interventionNames":12},"Virtual Reality Group","EXPERIMENTAL","Participants in this group will receive Wii Fit-based virtual reality training using the Nintendo Wii Fit Balance Board. Each session will include a warm-up, 20 minutes of structured Wii Fit gameplay, and a cool-down. The selected games target balance, coordination, strength, and agility, such as Table Tilt, Balance Bubble, Perfect 10, Super Hula Hoop, Obstacle Course, Ultimate Obstacle Course, Ski Jump, and Basic Step. Difficulty levels will progress gradually based on the participant's performance. Sessions will be conducted three times per week for six weeks (total 18 sessions), supervised by a physiotherapist. No additional physiotherapy exercises will be given during the intervention period.",[13],"Device: Experimental Group",{"label":15,"type":16,"description":17,"interventionNames":18},"Conventional Physical Therapy","PLACEBO_COMPARATOR","Participants assigned to the control group will receive routine physiotherapy commonly used for children with cerebral palsy. This includes strengthening exercises, stretching, balance training, gait training, coordination tasks, and functional activity practice. Each session will follow the same overall duration and format as the intervention group (warm-up, 20-minute main exercise phase, and cool-down). Sessions will also be conducted three times per week for six weeks (total 18 sessions), supervised by a physiotherapist. No virtual reality activities will be provided.",[19],"Behavioral: control group",[21,26],{"type":22,"name":23,"description":11,"armGroupLabels":24,"otherNames":25},"DEVICE","Experimental Group",[9],null,{"type":27,"name":28,"description":17,"armGroupLabels":29,"otherNames":25},"BEHAVIORAL","control group",[15],[31],{"name":32,"role":33,"phone":34,"phoneExt":35,"email":36},"Ghulam Sakina Awan, MPhil in Physical Therapy","CONTACT","021-36629251","5","Ghulam.18567@zu.edu.pk",{"type":38,"investigatorFullName":25,"investigatorTitle":25,"investigatorAffiliation":25,"oldNameTitle":25,"oldOrganization":25},"SPONSOR","100635050","virtual-reality-training-using-wii-fit-in-children-with-cerebral-palsy-100635050",false,"NCT07547644","Virtual Reality Training Using Wii Fit in Children With Cerebral Palsy","EFFECTS OF VIRTUAL REALITY TRAINING USING WII FIT ON BALANCE, GROSS MOTOR FUNCTION, AND AGILITY IN CHILDREN WITH CEREBRAL PALSY -A RANDOMIZED CONTROLLED TRIAL","VR in CP","Inclusion Criteria:\n\n* ● Children aged 7 to 14 years\n\n  * Diagnosed cases of spastic diplegic CP, characterized by bilateral lower limb involvement\n  * Classified under GMFCS levels I to II.\n  * Having mild to moderate spasticity on Modified Ashworth Scale (MAS) scores ranging from 1, +1 or 2\n  * Mild level intellectual disability according to their health records\n  * Medically stable with no acute illness or uncontrolled comorbidities\n  * No major changes in medication or therapy planned during the study period.\n\nExclusion Criteria:\n\n* ● Orthopedic surgery or botulinum toxin injections in the past 16 months\n\n  * Hearing or visual impaired .\n  * Uncontrolled epilepsy or seizures\n  * Severe attention deficits or psychological issues interfering with task engagement such as attention deficit hyperactivity disorder (ADHD), Autism Spectrum Disorder (ASD) will be excluded from the study .","FEMALE","7 Years","14 Years",{"count":51,"type":52},56,"ESTIMATED","INTERVENTIONAL",[55],"NA","The goal of this clinical trial is to determine whether virtual reality (VR) training using the Nintendo Wii Fit can improve balance, gross motor function, and agility in children aged 7-14 years with spastic cerebral palsy (GMFCS Levels I-II). The main questions it aims to answer are:\n\nDoes Wii Fit-based VR training improve balance more than conventional physiotherapy?\n\nDoes VR training enhance gross motor skills such as standing, walking, running, and jumping?\n\nDoes VR training improve agility in children with cerebral palsy?\n\nDoes VR training increase enjoyment and engagement during therapy?\n\nResearchers will compare Wii Fit-based VR training with conventional physiotherapy to determine which approach leads to greater improvements in motor function.\n\nParticipants will:\n\nAttend 18 sessions over 6 weeks (3 sessions per week).\n\nPerform either VR-based exercises using the Wii Fit Balance Board or traditional physiotherapy exercises.\n\nComplete pre- and post-intervention assessments using the Pediatric Balance Scale, GMFM-88 (domains D and E), BOT-2 agility subtest, and the PACES enjoyment scale.\n\nThis study aims to explore a fun, cost-effective, and engaging rehabilitation strategy that may improve functional independence and overall quality of life for children with cerebral palsy.",[58,59,60,61,62,63],"Cerebral Palsy (CP)","Virtual Reality","Balance","Gross Motor Function Classification System (GMFCS) Level I,II","Gross Motor Functions","Agility",[65,66,67,68],"cerebral palsy","virtual reality","balance","GMFM","NOT_YET_RECRUITING","2026-04-16",{"date":72,"type":73},"2026-04-23","ACTUAL",{"date":75,"type":52},"2026-04-25",{"date":77,"type":52},"2026-08-15",{"name":5,"class":6}]