Effect of Virtual Reality-based Training on Balance and Walking in Youth With Autism Spectrum Disorder
CompletedNAResults postedLast updated 12 August 2025
What this trial tests
NA trial testing Virtual reality active video gaming using Nintendo switch sports in Autism Spectrum Disorder in 13 participants. Completed in 19 April 2024.
Timeline
15 May 2023
Primary endpoint 19 April 2024
19 April 2024
Quick facts
Lead sponsor
Indiana University
Phase
NA
Status
Completed
Study type
INTERVENTIONAL
Allocation
randomized
Design
parallel
Masking
none
Primary purpose
treatment
Enrollment
13
Start date
15 May 2023
Primary completion
19 April 2024
Estimated completion
19 April 2024
Sites
1 location across United States
Drugs / interventions tested
Virtual reality active video gaming using Nintendo switch sports
Adults 7 to 22, any sex, with Autism Spectrum Disorder. Patients with the condition only — healthy volunteers not accepted.
Results — posted to ClinicalTrials.gov
Per-arm endpoint measurements with 95% confidence intervals where reported. Source: trial results section.
Change in the Center of Pressure Movement (Postural Sway Velocity)Primary· 5 days before the intervention, 5 days after the intervention and 4 weeks after the intervention
High resolution pressure mat containing multiple integrated sensors is used to detect center of pressure movement of the person standing on it recorded at 100 Hz
baseline
Group
Value
95% CI
Virtual Reality Active Video Gaming
0.93
± 1.02
Standard Balance Exercises
0.50
± 0.30
post-1
Group
Value
95% CI
Virtual Reality Active Video Gaming
1
± 1.1
Standard Balance Exercises
0.8
± 0.69
post-2
Group
Value
95% CI
Virtual Reality Active Video Gaming
1.4
± 2.1
Standard Balance Exercises
0.74
± 0.63
Change in Pediatric Berg's Balance Scale ScorePrimary· 5 days before the intervention, 5 days after the intervention, 4 weeks after the intervention
Pediatric Berg's balance Scale: 14-component battery that evaluates daily living tasks such as sitting to standing, transferring from one chair to another, and sitting and standing without support. This scale is reliable and valid clinical balance assessment tool for children and youth with motor impairments. Maximum total score is 56 points and minimum total score is 0 points. Higher score indicates better balance such that increase in total score by 3.7 points indicates minimal clinically important difference.
baseline
Group
Value
95% CI
Virtual Reality Active Video Gaming
51.86
± 2.91
Standard Balance Exercises
52.00
± 2.00
post-1
Group
Value
95% CI
Virtual Reality Active Video Gaming
55.43
± 1.13
Standard Balance Exercises
55
± 1.26
post-2
Group
Value
95% CI
Virtual Reality Active Video Gaming
55.14
± 1.21
Standard Balance Exercises
54.67
± 1.21
Change in Step Length (Meters) of the GaitPrimary· 5 days before the intervention, 5 days after the intervention, 4 weeks after the intervention
13-infra red camera system with 19-light reflecting passive markers recording at 100 Hz are used to measure the gait parameter: step length (meters).
Baseline
Group
Value
95% CI
Virtual Reality Active Video Gaming
0.69
± 0.07
Standard Balance Exercises
0.71
± 0.03
post-1
Group
Value
95% CI
Virtual Reality Active Video Gaming
0.68
± 0.12
Standard Balance Exercises
0.66
± 0.06
post-2
Group
Value
95% CI
Virtual Reality Active Video Gaming
0.71
± 0.06
Standard Balance Exercises
0.70
± 0.07
Change in Stride Width (Meters) of the GaitPrimary· 5 days before the intervention, 5 days after the intervention, 4 weeks after the intervention
13-infra red camera system with 19-light reflecting passive markers recording at 100 Hz are used to measure the gait parameter: step width (meters).
Baseline
Group
Value
95% CI
Virtual Reality Active Video Gaming
0.11
± 0.03
Standard Balance Exercises
0.11
± 0.03
post-1
Group
Value
95% CI
Virtual Reality Active Video Gaming
0.11
± 0.03
Standard Balance Exercises
0.11
± 0.02
post-2
Group
Value
95% CI
Virtual Reality Active Video Gaming
0.12
± 0.03
Standard Balance Exercises
0.11
± 0.02
Change in Stride Length (Meters) of the GaitPrimary· 5 days before the intervention, 5 days after the intervention, 4 weeks after the intervention
13-infra red camera system with 19-light reflecting passive markers recording at 100 Hz are used to measure the gait parameter: stride length (meters).
Baseline
Group
Value
95% CI
Virtual Reality Active Video Gaming
1.33
± 0.14
Standard Balance Exercises
1.37
± 0.05
post-1
Group
Value
95% CI
Virtual Reality Active Video Gaming
1.35
± 0.14
Standard Balance Exercises
1.31
± 0.15
post-2
Group
Value
95% CI
Virtual Reality Active Video Gaming
1.37
± 0.14
Standard Balance Exercises
1.38
± 0.14
Change in Double Support Period (Seconds) of the GaitPrimary· 5 days before the intervention, 5 days after the intervention, 4 weeks after the intervention
13-infra red camera system with 19-light reflecting passive markers recording at 100 Hz are used to measure the gait parameter: double support period (seconds).
Baseline
Group
Value
95% CI
Virtual Reality Active Video Gaming
0.12
± 0.03
Standard Balance Exercises
0.15
± 0.03
post-1
Group
Value
95% CI
Virtual Reality Active Video Gaming
0.11
± 0.02
Standard Balance Exercises
0.17
± 0.05
post-2
Group
Value
95% CI
Virtual Reality Active Video Gaming
0.12
± 0.04
Standard Balance Exercises
0.15
± 0.03
Change in the Cadence (Steps/Minute) of the GaitPrimary· 5 days before the intervention, 5 days after the intervention, 4 weeks after the intervention
13-infra red camera system with 19-light reflecting passive markers recording at 100 Hz are used to measure the gait parameter: cadence (number of steps/minute).
baseline
Group
Value
95% CI
Virtual Reality Active Video Gaming
111.96
± 9.89
Standard Balance Exercises
110.31
± 4.85
post-1
Group
Value
95% CI
Virtual Reality Active Video Gaming
114.70
± 8.98
Standard Balance Exercises
115.80
± 14.97
post-2
Group
Value
95% CI
Virtual Reality Active Video Gaming
113.76
± 6.52
Standard Balance Exercises
113.71
± 3.51
Change in Gait Velocity (Meters/Second)Primary· 5 days before the intervention, 5 days after the intervention, 4 weeks after the intervention
13-infra red camera system with 19-light reflecting passive markers recording at 100 Hz are used to measure the gait parameter: gait velocity (meters/second).
baseline
Group
Value
95% CI
Virtual Reality Active Video Gaming
1.27
± 0.21
Standard Balance Exercises
1.25
± 0.10
post-1
Group
Value
95% CI
Virtual Reality Active Video Gaming
1.30
± 0.20
Standard Balance Exercises
1.20
± 0.12
post-2
Group
Value
95% CI
Virtual Reality Active Video Gaming
1.30
± 0.18
Standard Balance Exercises
1.29
± 0.09
Sponsor's own description
The goal of this clinical trial is to assess the effect of short-term (3 days/week for 2 weeks) Virtual Reality (VR) active video gaming intervention on static and dynamic balance, versus traditional balance training exercises, in youth with ASD.
The participants in the intervention group will engage in VR active video gaming using the Nintendo Switch Sports under supervision via Zoom for 6 sessions occurring over 2 weeks, from their home. While, the participants in the control group will engage in standard physical therapy exercises for balance and walking under supervision via Zoom, for 6 sessions occurring over 2 weeks, from their home.
Their balance and walking will be assessed 3 times, 3-5 days before the intervention, 3-5 days after the intervention and 4-weeks after the intervention.
* Participants static balance will be assessed by standing on pressure mat, under 2 conditions, eyes open and eyes closed for 30 seconds each.
* The Pediatric Berg's balance Scale (PBS), a 14-point scale containing everyday activities, will be used as a clinical measure for assessing the static and dynamic balance.
* 13-infra-red camera motion capture system, Qualisys, will be used for assessing the walking.
The difference in the balance and walking parameters will be assessed and compared.
Publications & conference data
No peer-reviewed publications indexed yet for this trial. Completed trials usually publish results within 12-18 months.
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Sponsor: as reported to ClinicalTrials.gov by Indiana University
Last refreshed: 12 August 2025
Drug Landscape aggregates and links these public records for informational use only. Always verify against the primary source before clinical or regulatory decisions. Canonical URL: https://druglandscape.com/trial/NCT06023563.