Feasibility of An Active Video Gaming Intervention to Improve Health and Function in Adults With Mobility Impairments
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 6
- 试验地点
- 2
- 主要终点
- Level of physical activity from baseline to 6 weeks
研究概览
简要总结
Replacing sedentary behaviors during leisure time with active video gaming (AVG) has been shown to be an enjoyable option for increasing the amount of physical activity acquired each week. This project will examine the feasibility of an AVG intervention using the GAIMplank.
详细描述
Replacing sedentary behaviors during leisure time with active video gaming (AVG) has been shown to be an enjoyable option for increasing the amount of physical activity acquired each week. A growing body of literature indicates that increases in energy expenditure can be achieved during AVG play in people with physical disabilities, including those with mobility impairments such as cerebral palsy (CP), spinal cord injury, stroke, and other neurological conditions. AVGs are particularly important for people with disabilities given the higher rate of inaccessible features in the built environment and the difficulty in finding activities they enjoy. Since AVG devices are relatively affordable, they also hold promise as a scalable product for promoting higher levels of physical activity and fitness among people with disabilities.
There continues to be a pressing need to make gaming controllers accessible to people who are unable to stand for long periods, cannot stand on a small platform due to poor balance or extreme obesity, or who are unable to stand and are full-time wheelchair users. The GAIMplank controller, was developed and tested for usability among people with mobility impairments. During usability testing, a sample of 21 adults were able to successfully access and play a series of standard PC video games using trunk/body movements to produce game play action. Using validated survey tools, participant usability scores and qualitative feedback indicated above average usability for the GAIMplank system. In addition, participants enjoyed the activity and reported game play as light to moderate intensity activity.
This project will examine the feasibility of an AVG intervention using the GAIMplank.
研究设计
- 研究类型
- Interventional
- 分配方式
- Na
- 干预模型
- Single Group
- 主要目的
- Other
- 盲法
- None
入排标准
- 年龄范围
- 18 Years 至 —(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •18+ years of age
- •Self-reported physical disability that limits their mobility
- •Communicate in English
排除标准
- •Significant impairment in visual acuity that prevents seeing a 52" TV screen to follow exercise
- •Body weight >400 lbs
- •Cognitive or linguistic problems with understanding instructions or filling in self-administered outcome measures in English as determined by a score of <17 on the telephone-version of the Mini-Mental State Exam
- •Any other conditions that would limit ability to play video games
- •Cardiovascular disease event within the past 6 months
- •Severe pulmonary disease or renal failure
- •Ongoing exacerbation of a health condition
结局指标
主要结局
Level of physical activity from baseline to 6 weeks
时间窗: 6 weeks
Physical Activity Scale for Individuals with Physical Disabilities (PASIPD)
次要结局
- Physical activity enjoyment from baseline to 6 weeks(6 weeks)
- Health-related quality of life from baseline to 6 weeks(6 weeks)
研究者
Laurie A Malone, PhD
Researcher
University of Alabama at Birmingham
