VR Gaming Based PNF on Spatiotemporal Parameters in Upper Limb Burned Patients

NANot yet recruitingINTERVENTIONAL
Enrollment

150

Participants

Timeline

Start Date

January 1, 2026

Primary Completion Date

April 1, 2026

Study Completion Date

April 5, 2026

Conditions
Burns
Interventions
OTHER

Proprioceptive neuromuscular facilitation (PNF)

Training was performed in different positions (decubitus, sitting, and standing) according to the specific exercise. the participants performed 10 minutes of diagonal scapula exercises (anterior and posterior elevation) and 30 minutes of upper limb diagonals (Flexion-Abduction-External Rotation and Extension-Abduction-Internal Rotation), including the 5 initial minutes of stretching.

OTHER

Visual reality (VR)

The site of the intervention was a 20-square-meter room equipped with a multimedia projector, which projected the image on the wall at a height of 1 m and 20 cm. A professional physical therapist supervised the treatment continuously, and every participant received prior instructions on the conduct of the games. The therapeutic protocol included 4 electronic games: Balance Bubble Plus, Rhythm Parade, Tennis, and Box.

OTHER

PNF and VR

The total duration of the sessions remained consistent. The participants performed 5 minutes of scapula diagonals and 15 minutes of upper limb diagonals in the weekly session. The games for the PNF/VR group were the same as those for the VR group, except for their duration. Whereas they were performed for 20 minutes each in the VR group, the session including 5 minutes of stretching.

All Listed Sponsors
lead

MTI University

OTHER

NCT07183943 - VR Gaming Based PNF on Spatiotemporal Parameters in Upper Limb Burned Patients | Biotech Hunter | Biotech Hunter