METHODS: One hundred participants (18-65 years), with a verified ABI, impairments of processing speed/attention, and/or working memory, and a minimum of 12 months post injury will be recruited. Participants with severe aphasia, apraxia, visual neglect, epilepsy, and severe mental illness will be excluded. Participants will be randomized into two parallel groups: (1) an intervention group playing a commercial VR game taxing processing speed, working memory, and sustained attention; (2) an active control group receiving psychoeducation regarding compensatory strategies, and general cognitive training tasks such as crossword puzzles or sudoku. The intervention period is 5 weeks. The VR group will be asked to train at home for 30 min 5 days per week. Each participant will be assessed at baseline with neuropsychological tests and questionnaires, after the end of the intervention (5 weeks), and 16 weeks after baseline. After the end of the intervention period, focus group interviews will be conducted with 10 of the participants in the intervention group, in order to investigate acceptance and tolerability of VR as a training method.
CONCLUSIONS: This study will contribute to improve understanding of how VR is tolerated and experienced by the ABI population. If proven effective, the study can contribute to new rehabilitation methods that persons with ABI can utilize in a home setting, after the post-acute rehabilitation has ended.
方法:100名参与者(18-65岁),有一个经过验证的ABI,处理速度/注意力的损害,和/或工作记忆,并将招募至少12个月的受伤后。重度失语症患者,失用症,视觉忽视,癫痫,严重的精神疾病将被排除在外。参与者将被随机分为两个平行组:(1)一个参与商业VR游戏的干预组,工作记忆,和持续的注意力;(2)积极的对照组接受有关代偿策略的心理教育,和一般的认知训练任务,如填字游戏或数独。干预期为5周。VR小组将被要求在家训练30分钟,每周5天。每个参与者将在基线与神经心理学测试和问卷进行评估,干预结束后(5周),和基线后16周。干预期结束后,焦点小组访谈将与干预组中的10名参与者进行,为了研究VR作为一种训练方法的接受度和耐受性。
结论:这项研究将有助于提高对ABI人群如何耐受和体验VR的理解。如果证明有效,这项研究可以为患有ABI的人在家庭环境中可以使用的新的康复方法做出贡献,在急性后康复结束后。