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Study of Different Exercise Doses Through Videogames in Older Adults

Not Applicable
Completed
Conditions
Older Adult
Interventions
Other: Gamification exercise through a videogame
Registration Number
NCT06526975
Lead Sponsor
University of Castilla-La Mancha
Brief Summary

The objective of this clinical trial is to assess the feasibility of applying different gamified exercises doses in older adults. It will also learn from possible adverse effects of the intervention.

The main questions this clinical trial aims to answer are:

* Are there any differences between heart rate, perceived exertion and enjoyment between groups?

* Are there any adverse effects? What is the magnitude of these adverse effects?

* Are there any correlations between gamification time and the occurrence of adverse effects?

Detailed Description

A randomised clinical trial will be conducted in which the use of exercise doses between 10 and 30 will be tested. Participants will be recruited from Nueva Esperanza nursing home, Fuensalida, Toledo. The study will be conducted according to the CONSORT statement for clinical, crossover and parallel trials.

The study will have a total of two experimental groups, with different intervention times, between 10 and 30 minutes, respectively, using a mobile application. The intervention will consist of performing exercise in pairs in a single bout during the mentioned times.

Recruitment & Eligibility

Status
COMPLETED
Sex
All
Target Recruitment
32
Inclusion Criteria
  • subjects over 60 years of age
  • score equal to or greater than 20 on the Mini Mental cognitive test
  • Subjects that present the ability to stand without the use of technical aids or with the technical assistance of a device used for walking.
Exclusion Criteria
  • severe visual impairment
  • medical contraindication for physical activity
  • pathology or problem that could prevent the test from being carried out.

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
Gamification 20-30'Gamification exercise through a videogameThis group will perform between 20 and 30 minutes of exercise through different videogames.
Gamification 10-20'Gamification exercise through a videogameThis group will perform between 10 and 20 minutes of exercise through different videogames.
Primary Outcome Measures
NameTimeMethod
Exercise satisfactionIt will be measured on the same day intervention finishes, up to 5 hours post-intervention.

It will be measured using Physical Activity Enjoyment Scale (PACES). Higher values indicate higher percieved satisfaction/ enjoyment

Rate of perceived exertionRPE will be measured at half time and once the intervention is finished for both groups.

Rate of perceived exertion will be measured using Borg (RPE 6-20). Higher values indicate higher levels of perceived exertion

Heart RateHeart rate is measured thourought the intervention, once the intervention is finished (10 to 30 minutes) recording of heart rate will stop.

Heart rate will be measured using polar H10

Adverse effects24 and 48 hours post-intervention

It will be measured using Hooper and Mackinnon wellness questionnaire. Higher values indicate worse perceived effects.

Secondary Outcome Measures
NameTimeMethod

Trial Locations

Locations (2)

Nueva Esperanza Nursing Home

🇪🇸

Fuensalida, Toledo, Spain

Universidad de Castilla La Mancha

🇪🇸

Toledo, Spain

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