The Effect of Video Game Biofeedback Modulated Exercise (ViBE)on Dynamic Balance and Gait in Individuals With Huntington's Disease
Trial Snapshot
- Phase
- Not Applicable
- Status
- Completed
- Sponsor
- Enrollment
- 24
- Locations
- 2
- Primary Endpoint
- Gait Parameters
Study Overview
Brief Summary
To examine the benefits of using a video-game, Dance, Dance, Revolution, as an exercise modality to improve gait and balance in individuals with Huntington's disease.
Detailed Description
The primary purpose of this study was to determine the effectiveness of a therapist-guided Video-game Biofeedback Modulated Exercise (ViBE) program administered via Dance Dance Revolution to improve dynamic balance, gait and mobility in individuals with Huntington's Disease. Secondary aims were to explore whether the ViBE intervention would improve quality of life, fall risk, and neuropsychological functions. The investigators hypothesized that the video-game program would lead to greater improvements in walking, dynamic balance, quality of life, fall risk, and neuropsychological function than a control handheld video game program. Since motivation is essential to the long-term maintenance of an exercise program the investigators were also interested in finding out how successful people with Huntington's Disease were at playing Dance Dance Revolution, what their perceptions were of playing the game, and whether they thought that it was beneficial
Study Design
- Study Type
- Interventional
- Allocation
- Non Randomized
- Intervention Model
- Crossover
- Primary Purpose
- Treatment
- Masking
- Single (Investigator)
Eligibility Criteria
- Ages
- 18 Years to 79 Years (Adult, Older Adult)
- Sex
- All
- Accepts Healthy Volunteers
- No
Inclusion Criteria
- •adults 18 - 79 with a diagnosis of Huntington's disease
Exclusion Criteria
- •cannot walk 10 feet without assistance, any other neurologic condition
Outcomes
Primary Outcomes
Gait Parameters
Time Frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: forward velocity.
Secondary Outcomes
- Activities-Specific Balance Confidence Scale(6 weeks)
- Tinetti Mobility Test(6 weeks)
- Four Square Step Test(6 weeks)
- World Health Organization Quality of Life(post intervention and post hand-held game, each lasts 6 weeks)
Investigators
Anne Kloos
Associate Professor Clinical Health and Rehabilitation Sciences
Ohio State University
