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临床试验/NCT05901168
NCT05901168已完成不适用

Comparison of Acute Responses of Active Video Games and Traditional Exercise Program in Patients With Pulmonary Hypertension

Dokuz Eylul University2 个研究点 分布在 1 个国家目标入组 16 人开始时间: 2023年8月1日最近更新:
适应症

试验速览

阶段
不适用
状态
已完成
入组人数
16
试验地点
2
主要终点
Exercise load end heart rate

研究概览

简要总结

At least 20 volunteers with a diagnosis of Pulmonary Hypertension in the Department of Cardiology of Dokuz Eylul University and who meet the criteria for follow-up and inclusion will participate in the study. The aim of this study is to examine the acute effects of active video games compared to traditional exercise and the effects on energy expenditure and enjoyment in PH patients. Demographic and clinical information of the participants will be questioned. Active video games and home-based exercise sessions will be held randomly/by the same person with a break of at least 1 day in 1 week, lasting 20 minutes. Heart rate, blood pressure, shortness of breath and oxygen saturation will be measured before and after the sessions. In addition, energy expenditure, heart rate, perceived exertion, shortness of breath and oxygen saturation will be recorded during the sessions. In addition, arterial stiffness will be evaluated with a non-invasive device. At the end of the sessions, whether people like active video games or not will be questioned with a 10-point Likert-type scale.

详细描述

Pulmonary hypertension (PH) is a progressive disease that can lead to death as a result of right ventricular overload and right heart failure. Early diagnosis and treatment are important. In cardiac catheterization, it is defined as the measurement of mean pulmonary artery pressure above 20 mmHg. Exercise training in Pulmonary Disease has benefits such as improving endothelial dysfunction, muscle blood supply, peripheral O2 extraction, muscle strength, ventilation efficiency, ventricular contractility, reducing adrenergic tone, increasing vagal modulation, and restoring baroreflex arterial sensitivity. There are studies and meta-analyses that show that exercise programs applied under supervision in addition to optimal medical treatment and tailored to the patient have positive effects on functional capacity and quality of life in all Pulmonary Disease groups. Active video games are reported as a useful method to increase adherence to physical exercise routines. Active video games are defined as: playing video games that require intense physical exercise, for exercise purposes, and in which the participant moves large muscle groups in response to cues. It has been reported that active video games that require physical exertion can improve physical activity. Body movements performed in active video games result in varying levels of intensity and energy expenditure. Studies investigating energy expenditure in various age groups have shown that active video games promote physical activity and increase energy expenditure at levels appropriate for moderate to vigorous physical activity. However, the effect of active video games on energy expenditure, attainment of moderate intensity, and acute responses in individuals with Pulmonary Disease compared to conventional exercise has not been clearly investigated. The aim of this study is to examine the acute effects of active video games compared to traditional exercise and the effects on energy expenditure and enjoyment in Pulmonary Disease patients.

Each patient will complete the exercise training and active video game intervention in random order and different days. Active video games intervention will be carried out with a virtual reality system (XBOX360, Microsoft, USA) consisting of a console and sensor. Active video games; will consist of River Rush, Rally Ball and Reflex Ridge games. Traditional-Based Exercise Intervention will consist of active exercises for the upper extremity (without support), active exercises for the lower extremities and body exercises.upper extremity exercises are shoulder flexion, shoulder abduction, elbow flexion at shoulder 90° flexion. Lower extremity exercises are: ankle-foot movements (ankle pumping exercise) heel raise, knee extension in sitting high, hip-knee flexion while lying supine. Body exercises are: bridging andtrunk rotations in sitting. Before and after the sessions; acute responses, vascular responses and enjoyment will be measured. In addition, energy expenditure will be recorded during the sessions.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Crossover
主要目的
Treatment
盲法
None

入排标准

年龄范围
18 Years 至 75 Years(Adult, Older Adult)
性别
All
接受健康志愿者

入选标准

  • Have been diagnosed with PH
  • Volunteering
  • Being clinically stable
  • New York Heart Association 1-3 class
  • Have not received physiotherapy in the last 6 months

排除标准

  • Presence of unstable angina
  • Presence of severe neurological, pulmonary and musculoskeletal disease
  • The patient's desire to quit the study
  • Playing more than 20 minutes of active video games 3 days a week
  • Pregnancy
  • Having significant and uncompensated visual and auditory deficiencies

结局指标

主要结局

Exercise load end heart rate

时间窗: Change from baseline to end of 20 minutes of exercise loading

It will be measured with a pulse oximeter at the end of 20 minutes of exercise loading.

Exercise load end blood pressure

时间窗: Change from baseline to end of 20 minutes of exercise loading

It will be measured with a sphygmomanometer at the end of 20 minutes of exercise loading.

次要结局

  • Evaluation of Arterial stiffness(Change from baseline to end of 20 minutes of exercise loading)
  • Exercise load end oxygen saturation(Change from baseline to end of 20 minutes of exercise loading)
  • Exercise load end shortness of breath(Change from baseline to end of 20 minutes of exercise loading)
  • Exercise load end perceived effort(Change from baseline to end of 20 minutes of exercise loading)
  • Evaluation of energy expenditure(During exercise intervention, average 20 minutes)

研究者

申办方类型
Other
责任方
Principal Investigator
主要研究者

Ezgi Ceren Ozcan

Master of Science Student

Dokuz Eylul University

研究点 (2)

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