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临床试验/NCT04633590
NCT04633590已完成不适用

Effects of Home-based Exercise Gaming on Cardio-Metabolic and Cognitive Health Markers in Physically Inactive Individuals

Insel Gruppe AG, University Hospital Bern2 个研究点 分布在 1 个国家目标入组 27 人开始时间: 2022年3月23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
27
试验地点
2
主要终点
VO2max

研究概览

简要总结

Current guidelines recommend that adults undertake at least 150 minutes of moderate intensity physical activity or 75 minutes of vigorous physical activity per week. However, many adults fail to be physically active according to this definition of the World Health Organisation (WHO). This represents a large economic burden to healthcare systems and public health. A number of behavioural and environmental factors associated with modern lifestyles are largely responsible for the high levels of physical inactivity including; motorised transport and sedentary jobs, lack of time, limited access to adequate exercise facilities, lack of motivation, financial constraints and environmental factors including bad weather. In an attempt to overcome many of the common barriers to exercise, members of our research group developed a virtually-monitored exercise intervention that used simple on-the-spot bodyweight exercises to be performed in the participant's home without supervision or equipment. This home-based intervention was designed to be a practical and effective training strategy capable of producing metabolic and functional adaptions while removing many of the common barriers to exercise. Despite promising results, more engaging exercise strategies are needed to motivate sedentary individuals to increase their physical activity.

Inspired by current trends in the fitness market, Sphery Ltd. developed an immersive and motivating fitness exercise game (exergame), the "ExerCube". The ExerCube allows a full-body workout that concurrently challenges physical and cognitive functions and adapts to the fitness and skill level of the individual. The development of a home-based version of the ExerCube has the potential to make this system available to more individuals, reduce major barriers to exercise, and ultimately provide a strategy to improve cardio-metabolic health in the population. Innovative home-based exergames are particularly in demand given the increase in the number of people wanting to exercise at home due to the COVID-19 pandemic.

详细描述

Current guidelines recommend that adults undertake at least 150 minutes of moderate intensity physical activity or 75 minutes of vigorous physical activity per week. Regular physical activity improves many cardiovascular and metabolic health makers including beneficial effects on body weight, insulin sensitivity, glycaemic control, lipid profile, endothelial function and aerobic capacity. Despite overwhelming evidence that an inactive lifestyle leads to chronic disease and premature death, many adults fail to meet physical activity guidelines. Physical inactivity, defined as physical activity levels less than those required for optimal health and prevention of premature death, is a public health crisis. More than 1.4 billion adults worldwide classed as physically inactive, representing a large economic burden to healthcare systems. Clearly, new strategies are urgently needed to increase physical activity participation in the increasingly inactive population.

A number of behavioural and environmental factors associated with modern lifestyle including urbanisation, mechanisation and increased motorised transport are largely responsible for the high prevalence of physical inactivity, in addition to a number of common exercise barriers. Lack of time is cited as the main barrier to exercise as many individuals feel that increasing work hours and family commitments mean they cannot achieve the physical activity guidelines. Other common barriers within the general population include limited access to exercise facilities and appropriate equipment, difficulty with transportation, inadequate financial resources, bad weather and lack of motivation to engage in regular exercise. In an attempt to overcome many of the common barriers to exercise, members of our research group developed a virtually-monitored exercise intervention that used simple on-the-spot bodyweight exercises that could be performed in the participant's home without supervision or equipment. This home-based intervention was designed to be a practical and effective training strategy capable of producing metabolic and functional adaptions while removing many of the common barriers to exercise uptake and adherence such as "intimidating" gym environments, difficulty with access to facilities, travel time and financial constraints. Although these pilot studies successfully reduced common exercise barriers, more engaging exercise strategies are needed to increase levels of physical activity in the physically inactive population.

Inspired by current trends in the fitness market, the Swiss company Sphery Ltd. developed an immersive and motivating fitness exercise game (exergame), the "ExerCube". The ExerCube provides a full-body workout that concurrently challenges physical and cognitive functions as well as adapting to the individuals' fitness and skill level. Previous research has shown that the ExerCube is an effective training method that is more enjoyable than conventional exercise training. Development of a home-based version of the ExerCube has the potential to make this system available to more individuals, and to reduce major barriers to exercise, providing an attractive strategy to improve cardio-metabolic health of the population. Innovative home-based exergames are in demand given the increase in the number of people wanting to exercise at home due to the COVID-19 pandemic.

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 55 Years(Adult)
性别
All
接受健康志愿者

入选标准

  • Male or female
  • Aged 18-55
  • Physically inactive, defined as not meeting the exercise guidelines of 150 minutes of moderate physical activity or 75 minutes of vigorous physical activity per week
  • BMI 18.5 kg/m2 - 30 kg/m2
  • No known cardiovascular disorders
  • Able to provide written informed consent and understand instructions

排除标准

  • Overt diabetes mellitus (type 1, type 2, other forms of diabetes)
  • Pregnant, planning on becoming pregnant during the study, or breast feeding
  • Physical or psychological disease likely to interfere with the normal conduct of the study as judged by the investigator

结局指标

主要结局

VO2max

时间窗: Pre to post 6 weeks of home-based exergame training

Change in maximal aerobic capacity (VO2max)

次要结局

  • Drop-out rate(6 weeks training)
  • Qualitative interviews(Following 6 weeks of training)
  • Whole body adipose tissue(Pre to post 6 weeks of home-based exergame training)
  • Fat free mass(Pre to post 6 weeks of home-based exergame training)
  • C-reactive protein(Pre to post 6 weeks of home-based exergame training)
  • Adherence(6 weeks of training)
  • Mean daily glucose concentration and area under the glucose curve(Pre to post 6 weeks of home-based exergame training)
  • Mean Daily steps(Pre to post 6 weeks of home-based exergame training)
  • Low Density Lipoprotein(Pre to post 6 weeks of home-based exergame training)
  • High Density Lipoprotein(Pre to post 6 weeks of home-based exergame training)
  • Physical Activity Enjoyment Scale (PACES) score(Pre to post 6 weeks of home-based exergame training)
  • Immersive Experience Questionnaire (IEQ)(Following 6 weeks of training)
  • Executive Functioning(Pre to post 6 weeks of home-based exergame training)
  • Visceral adipose tissue(Pre to post 6 weeks of home-based exergame training)
  • Total cholesterol(Pre to post 6 weeks of home-based exergame training)
  • Triglycerides(Pre to post 6 weeks of home-based exergame training)
  • HbA1c(Pre to post 6 weeks of home-based exergame training)
  • Fasting glucose concentration(Pre to post 6 weeks of home-based exergame training)
  • Fasting insulin concentration(Pre to post 6 weeks of home-based exergame training)
  • Wmax(Pre to post 6 weeks of home-based exergame training)
  • Situation Motivation Scale (SIMS)(Pre to post 6 weeks of home-based exergame training)
  • Dynamic balance(Pre to post 6 weeks of home-based exergame training)
  • Blood pressure(Pre to post 6 weeks of home-based exergame training)
  • Coefficient of variation(Pre to post 6 weeks of home-based exergame training)

研究者

申办方类型
Other
责任方
Sponsor

研究点 (2)

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