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Clinical Trials/NCT04963335
NCT04963335
Unknown
Not Applicable

Effects of a User-centered Exergame Training on Motor and Cognitive Functions in Persons With Multiple Sclerosis: A Pilot Quasi-Randomized Controlled Trial

Eling DeBruin1 site in 1 country30 target enrollmentMarch 28, 2021

Overview

Phase
Not Applicable
Intervention
Not specified
Conditions
Multiple Sclerosis
Sponsor
Eling DeBruin
Enrollment
30
Locations
1
Primary Endpoint
Feasibility assessed by recruitment rate
Last Updated
4 years ago

Overview

Brief Summary

This study examines the feasibility and preliminary effects of user-centered exergames (video game-based physical exercise) in persons with multiple sclerosis (PwMS). The user-centered exergames were developed within a interdisciplinary team to meet the requirements of the end-users. The individualized exergames were designed for the Dividat Senso, a pressure sensitive plate connected to a personal computer and a frontal screen. This concurrent motor-cognitive training aims to improve motor and cognitive functions in an ecological valid setting. The cognitive functions are triggered by specific stimuli in the game scenarios. The video games are controlled via specific (whole body) movements as steps, weight shifting, jumps, and arm movements. The training focus is mainly on balance and coordination as well as executive functions and attention. Furthermore, the meaningful games (colorful and appealing visuals) were designed to motivate the players to move.

Participants are allocated to the either the intervention group or the control group (quasi-randomization). Participants in the intervention group perform 16 training session over a period of 4 to 8 weeks (depending on in- or out-patient). One training session lasts between 15-25 minutes. Since the difficulty of the games is adaptive to the ability level of each participant, they should neither be over- nor under-challenged. Participates in the control group continue their normal daily routine over 8 weeks. Measurements are performed before, in-between, and after the intervention period to assess feasibility parameters as well as motor and cognitive functions in all participants.

Detailed Description

The study was designed to examine the feasibility of the intervention as well as to get preliminary results about the effects of the user-centered exergame training on motor and cognitive functions in persons with multiple sclerosis (PwMS). The entire study last 5 months (March 2021 to July 2021) and is performed in three study locations (two rehabilitation clinics and one physiotherapy). PwMS are informed by their local physiotherapists and research associates about the study. All interested PwMS are then screened for eligibility. A sample size of 30 PwMS is anticipated where 15 participants are allocated to the intervention group and 15 participants to the control group (quasi-randomization). Measurements are performed before, in-between, and after the intervention period to assess feasibility parameters as well as motor and cognitive functions in all participants. Intervention group:The user-centered exergames were developed within a interdisciplinary team to meet the requirements of the end-users. The individualized exergames were designed for the Dividat Senso, a pressure sensitive plate connected to a personal computer and a frontal screen. The pressure-sensitive plate allows a precise analysis of the user's movements through several high-resolution sensors. Furthermore, this plate detects position and timing information that are then used to provide the user with real-time feedback and/or game adaptations. To support users with potential balance issues and to avoid fall events, a handrail is mounted around the plate.This concurrent motor-cognitive training aims to improve motor and cognitive functions in an ecological valid setting. The cognitive functions are triggered by specific stimuli in the game scenarios. The video games are controlled via specific (whole body) movements as steps, weight shifting, jumps, and arm movements. The training focus is mainly on multi-tasking, balance and coordination as well as executive functions and attention. Furthermore, the meaningful games (colorful and appealing visuals) were designed to motivate the players to move. Participants in the intervention group perform 16 training session over a period of 4 to 8 weeks (depending on in- or out-patient). One training session lasts between 15-25 minutes. Since the difficulty of the games is adaptive to the ability level of each participant, they should neither be over- nor under-challenged. Each participant starts the exergame training at the lowest level to get familiar with the game control system. As the exergame will automatically adapt (individual progression) during play time, participants are challenged at their individual motor and cognitive level. Furthermore, participants write down the amount, type, and duration of activities besides the exergames training in an activity diary. Control group:Participants of the control group are instructed to continue their normal daily activities over the period of eight weeks. To evaluate the amount of active time, the participants get an activity diary where they can write down the amount, type, and duration of their activities.

Registry
clinicaltrials.gov
Start Date
March 28, 2021
End Date
July 31, 2021
Last Updated
4 years ago
Study Type
Interventional
Study Design
Parallel
Sex
All

Investigators

Sponsor
Eling DeBruin
Responsible Party
Sponsor Investigator
Principal Investigator

Eling DeBruin

Prof. Dr.

Swiss Federal Institute of Technology

Eligibility Criteria

Inclusion Criteria

  • Clinical diagnosis of MS
  • Able to provide written informed consent and understand instructions
  • Able to play the exergames by stepping and weight shifting
  • Able to walk at least 12m with or without walking aid
  • Visual acuity with correction sufficient to work on a TV screen

Exclusion Criteria

  • Presence of musculoskeletal conditions that affect training performance
  • Excessive fatigue that impairs training participation
  • Exercise intolerance that prevents training participation
  • Rapidly progressive or terminal illness
  • Acute or unstable chronic illness

Outcomes

Primary Outcomes

Feasibility assessed by recruitment rate

Time Frame: Through recruitment completion, an average of 12 weeks

Recruitment rate is the number of study participants compared to the number of initial planned participants

System Usability

Time Frame: Through study completion, an average of 20 weeks

The System Usability Scale interprets the system usability from 1 to 100, similar to a percentage score. A SUS score of at least 70 has to be reached to have an "acceptable" solution (52 = ok, 73 = good, 85 = excellent, 100 = best imaginable). The SUS consists of 10 items on a 5-point Likert scale and lasts about 3 minutes. The SUS is assessed at post-measurement.

Feasibility assessed by adherence rate

Time Frame: Through intervention completion, 4 to 8 weeks (depending on in- and outpatient)

Adherence rate is the number of attended training sessions compared to the number of planned trainings

Feasibility assessed by attrition rate

Time Frame: Through study completion, an average of 20 weeks

Attrition rate is the number of dropouts

Feasibility assessed by a safety protocol

Time Frame: Through study completion, an average of 20 weeks

Safety protocol includes number of adverse events (including serious adverse events) and specific questions about safety issues

Feasibility, usability and training experience - Semi-structured interview

Time Frame: Through study completion, an average of 20 weeks

The semi-structured interview contains pre-defined questions about user's gameplay experiences related to their body, controller, experience, virtual game scenario and safety. The interview lasts about 20 minutes and is assessed at post-measurement.

Secondary Outcomes

  • Changes in information processing speed(Through study completion, an average of 20 weeks)
  • Changes in spatio-temporal gait parameters(Through study completion, an average of 20 weeks)
  • Training experience - Flow Short Scale(Through study completion, an average of 20 weeks)
  • Changes in executive functions - flexibility(Through study completion, an average of 20 weeks)
  • Changes in balance and mobility(Through study completion, an average of 20 weeks)
  • Changes in executive functions - inhibition(Through study completion, an average of 20 weeks)
  • Training experience - Physical Activity Enjoyment Scale(Through study completion, an average of 20 weeks)

Study Sites (1)

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