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Clinical Trials/NCT05310279
NCT05310279
Completed
Not Applicable

Feasibility of An Active Video Gaming Intervention to Improve Health and Function in Adults With Mobility Impairments

University of Alabama at Birmingham1 site in 1 country6 target enrollmentOctober 12, 2023

Overview

Phase
Not Applicable
Intervention
Not specified
Conditions
Physical Disability
Sponsor
University of Alabama at Birmingham
Enrollment
6
Locations
1
Primary Endpoint
Level of physical activity from baseline to 6 weeks
Status
Completed
Last Updated
last year

Overview

Brief Summary

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.

Detailed Description

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.

Registry
clinicaltrials.gov
Start Date
October 12, 2023
End Date
March 11, 2025
Last Updated
last year
Study Type
Interventional
Study Design
Single Group
Sex
All

Investigators

Responsible Party
Principal Investigator
Principal Investigator

Laurie A Malone, PhD

Researcher

University of Alabama at Birmingham

Eligibility Criteria

Inclusion Criteria

  • 18+ years of age
  • Self-reported physical disability that limits their mobility
  • Communicate in English

Exclusion Criteria

  • 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
  • Currently pregnant
  • Ongoing exacerbation of a health condition

Outcomes

Primary Outcomes

Level of physical activity from baseline to 6 weeks

Time Frame: 6 weeks

Instrument physical activity questionnaire - disability (IPAQ-D)

Secondary Outcomes

  • Physical activity enjoyment from baseline to 6 weeks(6 weeks)
  • Health-related quality of life from baseline to 6 weeks(6 weeks)

Study Sites (1)

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