Can Entertaining Action-video Games Enhance Dynamic Visual Functions and Improve Balance? A Randomized Controlled Trial.
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 160
- 试验地点
- 1
- 主要终点
- Static and dynamic postural sway on forced platform
研究概览
简要总结
This project is aimed to find out whether action video games can enhance dynamic visual function and improve balance function in the community-dwelling older adults. It is also aimed to examine the relationship between dynamic visions and balance functions.
详细描述
Balance control is an important component even in a very simple daily task like walking. However, as we age, our physical and visual function would gradually deteriorate even in the absence of health or eye problems. Improving elderly balance control through different training is one way to prevent falls. In our project, we investigate the use of action video games, which is easy-to-find and entertaining, as a visual function trainer to improve balance of older adults.
We hypothesize that the training would show an improvement in both balance and dynamic vision. Our primary hypothesis is that postural sway in static and dynamic balance measures will improve after action video-game intervention. For secondary outcome measures, we hypothesize that the training will improve dynamic visual function (as measured by dynamic visual acuity and dynamic contrast sensitivity), and visual attention measures (as measured by useful field of view, multiple object tracking and spatial attention).
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Other
- 盲法
- Single (Outcomes Assessor)
入排标准
- 年龄范围
- 60 Years 至 —(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Ability to understand and speak Cantonese
- •No formal training or regular practice of balance function (e.g. Tai-chi)
- •Little and preferably no video-game experience
- •Best corrected distance acuity of 0.2 logMAR or better
排除标准
- •Any diagnosed ocular diseases and ocular-motor abnormalities
- •Suffering form severe medical problems or self reported neurological or cognitive disorders
- •Suffering from physical impairments or physical limitations restricting them from training
- •Having self reported vestibular or cerebellar dysfunction, history of vertigo or severe hearing loss
- •Suffering from crippling arthritis, or a recent fracture of lower limb
- •Planned major surgery during the trial
研究组 & 干预措施
Control Group
Receive leisure activities (e.g. reading, web-surfing, playing chess/ Mahjong) Twenty hours (2-3 sessions per week, 1.5 hours per session)
干预措施: Control (Behavioral)
Intervention Group 1
Receive slow motion Nintendo Wii video games Twenty hours ( 2-3 sessions per week, 1.5 hours per session)
干预措施: Slow-paced action video game (Behavioral)
Intervention Group 2
Receive fast motion Nintendo Wii video games (e.g. shooting game) Twenty hours ( 2-3 sessions per week, 1.5 hours per session)
干预措施: Fast-paced action video game (Behavioral)
结局指标
主要结局
Static and dynamic postural sway on forced platform
时间窗: Change from baseline at week 8 and change from baseline at week 16
1. Static Balance - postural sway when standing on firm or foam surface. 2. Dynamic Balance: 1. Limits of stability (LOS) 2. Sequential weight shifting test (SWS)
次要结局
- Multiple tracking objects (MOT)(Change from baseline at week 8 and change from baseline at week 16)
- Useful Field of View (UFOV)(Change from baseline at week 8 and change from baseline at week 16)
- Grating visual acuity at different moving speeds(Change from baseline at week 8 and change from baseline at week 16)
研究者
Allen MY Cheong
Phd, Assistant Professor, School of Optometry
The Hong Kong Polytechnic University
