2-dimensional Versus 3-dimensional Virtual Reality Game Training in BPPV (NCT05021939) | Clinical Trial Compass
CompletedNot Applicable
2-dimensional Versus 3-dimensional Virtual Reality Game Training in BPPV
Cyprus42 participantsStarted 2021-08-28
Plain-language summary
Despite successful maneuver applications in the treatment of BPPV, complaints of balance problems and dizziness persist. Many studies supports the notion that virtual reality (VR) allowing visual-vestibular interaction with a large number of visual stimuli, contribute to successful outcomes in BPPV. VR applications using eye tracking algorithms and 'glasses' can be effective however. The research to date covers the VR technologies on the treatment of BPPV, however, there is no research comparing the effects of 2D and 3D VR gaming technologies with a control group. Therefore, this study aims to examine the effects of different virtual reality applications and vestibular rehabilitation on gait, reaction time, balance functions, activities of daily living, and quality of life in individuals with benign paroxysmal positional vertigo (BPPV) having residual dizziness and balance problems.
Who can participate
Age range25 Years – 65 Years
SexALL
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Inclusion criteria
✓. Diagnosis of unilateral (either posterior or lateral semicircular canal) BPPV within the last 5 years,
✓. Dix hallpike test negative (inactive BPPV),
✓. Recurrent and persistent dizziness,
✓. Balance problems,
✓. Age 25-65 years old individuals will be included in the study.
Exclusion criteria
✕. Episodic and secondary BPPV,
✕. Anterior semicircular canal BPPV or multi-canal BPPV,
✕. Coexisting vestibular disorders, including Meniere disease, vestibular neuritis, labyrinthitis and peripheral vestibular loss
✕. Other neurological diagnoses (e.g., peripheral neuropathy, stroke, Parkinson's, central brain lesion)