[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-studies-list:{\"conditionNormalized\":\"gross-motor-function-classification-system-gmfcs-level-iii\",\"overallStatus\":[\"RECRUITING\",\"AVAILABLE\",\"NOT_YET_RECRUITING\"],\"orderBy\":\"LastUpdateSubmitDate:desc\",\"size\":25,\"offset\":0}":3,"health-study-condition:gross-motor-function-classification-system-gmfcs-level-iii":31},{"pageToken":4,"total":5,"offset":6,"count":5,"results":7},null,1,0,[8],{"id":9,"slug":10,"hasResults":11,"nctId":12,"briefTitle":13,"officialTitle":14,"acronym":15,"eligibilityCriteria":16,"healthyVolunteers":11,"sex":17,"minAge":18,"maxAge":19,"enrollmentInfo":20,"targetDuration":4,"studyType":23,"phases":24,"briefSummary":26,"conditions":27,"keywords":34,"overallStatus":39,"whyStopped":4,"lastUpdateSubmitDate":40,"lastUpdatePostDateStruct":41,"startDateStruct":44,"completionDateStruct":46,"leadSponsor":48,"locationsCount":4},"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":21,"type":22},56,"ESTIMATED","INTERVENTIONAL",[25],"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.",[28,29,30,31,32,33],"Cerebral Palsy (CP)","Virtual Reality","Balance","Gross Motor Function Classification System (GMFCS) Level I,II","Gross Motor Functions","Agility",[35,36,37,38],"cerebral palsy","virtual reality","balance","GMFM","NOT_YET_RECRUITING","2026-04-16",{"date":42,"type":43},"2026-04-23","ACTUAL",{"date":45,"type":22},"2026-04-25",{"date":47,"type":22},"2026-08-15",{"name":49,"class":50},"Ziauddin University","OTHER"]