Trial Outcomes & Findings for The Effect of Video Game Exercise on Dynamic Balance and Gait in Individuals With Huntington's Disease (NCT NCT01735981)

NCT ID: NCT01735981

Last Updated: 2021-08-09

Results Overview

utilized GAITRite to obtain spatiotemporal measures of gait: forward velocity.

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

24 participants

Primary outcome timeframe

6 weeks

Results posted on

2021-08-09

Participant Flow

Participant milestones

Participant milestones
Measure
Dance Dance Revolution Exercise, Then Hand Held Video Game (Control)
Participants first completed the video game exercise using Dance Dance Revolution: use of the video-game, Dance, Dance Revolution as an exercise to improve gait and balance. Then participated in a hand held video game as the control activity.
Hand Held Video Game (Control), Then Dance Dance Revolution Exercise
Individuals first participated in the control group: a hand-held video game. Then completed the video game exercise using Dance Dance Revolution: use of the video-game, Dance, Dance Revolution as an exercise to improve gait and balance.
Allocated
STARTED
13
11
Allocated
COMPLETED
11
8
Allocated
NOT COMPLETED
2
3
Crossed Over
STARTED
11
7
Crossed Over
COMPLETED
11
7
Crossed Over
NOT COMPLETED
0
0

Reasons for withdrawal

Withdrawal data not reported

Baseline Characteristics

The Effect of Video Game Exercise on Dynamic Balance and Gait in Individuals With Huntington's Disease

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
Dance Dance Revolution Exercise, Then Hand Held Video Game (Control)
n=13 Participants
Participants first completed the video game exercise using Dance Dance Revolution: use of the video-game, Dance, Dance Revolution as an exercise to improve gait and balance. Then participated in a hand held video game as the control activity.
Hand Held Video Game (Control), Then Dance Dance Revolution Exercise
n=11 Participants
Individuals first participated in the control group: a hand-held video game. Then completed the video game exercise using Dance Dance Revolution: use of the video-game, Dance, Dance Revolution as an exercise to improve gait and balance.
Total
n=24 Participants
Total of all reporting groups
Age, Continuous
52.9 years
STANDARD_DEVIATION 13 • n=5 Participants
50 years
STANDARD_DEVIATION 16.4 • n=7 Participants
51.6 years
STANDARD_DEVIATION 14.3 • n=5 Participants
Sex: Female, Male
Female
9 Participants
n=5 Participants
6 Participants
n=7 Participants
15 Participants
n=5 Participants
Sex: Female, Male
Male
4 Participants
n=5 Participants
5 Participants
n=7 Participants
9 Participants
n=5 Participants

PRIMARY outcome

Timeframe: 6 weeks

Population: GAITRite outcome data was eliminated for one participant who consistently exhibited an abnormal gait during testing sessions on the walkway that did not reflect his usual walking pattern. One participant could not walk backward. Thus, 17 participants were included in the GAITRite analysis (n = 16 for backward condition).

utilized GAITRite to obtain spatiotemporal measures of gait: forward velocity.

Outcome measures

Outcome measures
Measure
Dance Dance Revolution Exercise
n=17 Participants
All participants who completed the video game exercise using Dance Dance Revolution either in the first 6 weeks of the study or the second 6 weeks.
Hand Held Video Game (Control)
n=17 Participants
All participants that completed the hand-held video game control group for the first 6 weeks or the second 6 weeks of the study.
Gait Parameters
1.289 meters per second
Standard Deviation 0.47
1.292 meters per second
Standard Deviation 0.47

PRIMARY outcome

Timeframe: 6 weeks

Population: GAITRite outcome data was eliminated for one participant who consistently exhibited an abnormal gait during testing sessions on the walkway that did not reflect his usual walking pattern. One participant could not walk backward. Thus, 17 participants were included in the GAITRite analysis (n = 16 for backward condition).

utilized GAITRite to obtain spatiotemporal measures of gait: forward stride length.

Outcome measures

Outcome measures
Measure
Dance Dance Revolution Exercise
n=17 Participants
All participants who completed the video game exercise using Dance Dance Revolution either in the first 6 weeks of the study or the second 6 weeks.
Hand Held Video Game (Control)
n=17 Participants
All participants that completed the hand-held video game control group for the first 6 weeks or the second 6 weeks of the study.
Gait Parameters
123.35 cm
Standard Deviation 35.23
123.11 cm
Standard Deviation 35.9

PRIMARY outcome

Timeframe: 6 weeks

Population: GAITRite outcome data was eliminated for one participant who consistently exhibited an abnormal gait during testing sessions on the walkway that did not reflect his usual walking pattern. One participant could not walk backward. Thus, 17 participants were included in the GAITRite analysis (n = 16 for backward condition).

utilized GAITRite to obtain spatiotemporal measures of gait: forward swing percent.

Outcome measures

Outcome measures
Measure
Dance Dance Revolution Exercise
n=17 Participants
All participants who completed the video game exercise using Dance Dance Revolution either in the first 6 weeks of the study or the second 6 weeks.
Hand Held Video Game (Control)
n=17 Participants
All participants that completed the hand-held video game control group for the first 6 weeks or the second 6 weeks of the study.
Gait Parameters
36.82 percentage of gait cycle spent in swing
Standard Deviation 3.64
36.01 percentage of gait cycle spent in swing
Standard Deviation 4.33

PRIMARY outcome

Timeframe: 6 weeks

Population: GAITRite outcome data was eliminated for one participant who consistently exhibited an abnormal gait during testing sessions on the walkway that did not reflect his usual walking pattern. One participant could not walk backward. Thus, 17 participants were included in the GAITRite analysis (n = 16 for backward condition).

utilized GAITRite to obtain spatiotemporal measures of gait: forward double support percent.

Outcome measures

Outcome measures
Measure
Dance Dance Revolution Exercise
n=17 Participants
All participants who completed the video game exercise using Dance Dance Revolution either in the first 6 weeks of the study or the second 6 weeks.
Hand Held Video Game (Control)
n=17 Participants
All participants that completed the hand-held video game control group for the first 6 weeks or the second 6 weeks of the study.
Gait Parameters
25.83 percent of gait cycle in double support
Standard Deviation 7.36
28.34 percent of gait cycle in double support
Standard Deviation 8

PRIMARY outcome

Timeframe: 6 weeks

Population: GAITRite outcome data was eliminated for one participant who consistently exhibited an abnormal gait during testing sessions on the walkway that did not reflect his usual walking pattern. One participant could not walk backward. Thus, 17 participants were included in the GAITRite analysis (n = 16 for backward condition).

utilized GAITRite to obtain spatiotemporal measures of gait: forward heel to heel base of support.

Outcome measures

Outcome measures
Measure
Dance Dance Revolution Exercise
n=17 Participants
All participants who completed the video game exercise using Dance Dance Revolution either in the first 6 weeks of the study or the second 6 weeks.
Hand Held Video Game (Control)
n=17 Participants
All participants that completed the hand-held video game control group for the first 6 weeks or the second 6 weeks of the study.
Gait Parameters
12.37 cm
Standard Deviation 5.14
12.69 cm
Standard Deviation 5.41

PRIMARY outcome

Timeframe: 6 weeks

Population: GAITRite outcome data was eliminated for one participant who consistently exhibited an abnormal gait during testing sessions on the walkway that did not reflect his usual walking pattern. One participant could not walk backward. Thus, 17 participants were included in the GAITRite analysis (n = 16 for backward condition).

utilized GAITRite to obtain spatiotemporal measures of gait: backwards velocity.

Outcome measures

Outcome measures
Measure
Dance Dance Revolution Exercise
n=16 Participants
All participants who completed the video game exercise using Dance Dance Revolution either in the first 6 weeks of the study or the second 6 weeks.
Hand Held Video Game (Control)
n=16 Participants
All participants that completed the hand-held video game control group for the first 6 weeks or the second 6 weeks of the study.
Gait Parameters
0.81 meters per second
Standard Deviation 0.41
0.83 meters per second
Standard Deviation 0.42

PRIMARY outcome

Timeframe: 6 weeks

Population: GAITRite outcome data was eliminated for one participant who consistently exhibited an abnormal gait during testing sessions on the walkway that did not reflect his usual walking pattern. One participant could not walk backward. Thus, 17 participants were included in the GAITRite analysis (n = 16 for backward condition).

utilized GAITRite to obtain spatiotemporal measures of gait: backwards stride length.

Outcome measures

Outcome measures
Measure
Dance Dance Revolution Exercise
n=16 Participants
All participants who completed the video game exercise using Dance Dance Revolution either in the first 6 weeks of the study or the second 6 weeks.
Hand Held Video Game (Control)
n=16 Participants
All participants that completed the hand-held video game control group for the first 6 weeks or the second 6 weeks of the study.
Gait Parameters
81.09 cm
Standard Deviation 31.78
83.44 cm
Standard Deviation 32.6

PRIMARY outcome

Timeframe: 6 weeks

Population: GAITRite outcome data was eliminated for one participant who consistently exhibited an abnormal gait during testing sessions on the walkway that did not reflect his usual walking pattern. One participant could not walk backward. Thus, 17 participants were included in the GAITRite analysis (n = 16 for backward condition).

utilized GAITRite to obtain spatiotemporal measures of gait: backwards swing percent.

Outcome measures

Outcome measures
Measure
Dance Dance Revolution Exercise
n=16 Participants
All participants who completed the video game exercise using Dance Dance Revolution either in the first 6 weeks of the study or the second 6 weeks.
Hand Held Video Game (Control)
n=16 Participants
All participants that completed the hand-held video game control group for the first 6 weeks or the second 6 weeks of the study.
Gait Parameters
37.24 percentage of gait cycle spent in swing
Standard Deviation 4.05
35.83 percentage of gait cycle spent in swing
Standard Deviation 4.37

PRIMARY outcome

Timeframe: 6 weeks

Population: GAITRite outcome data was eliminated for one participant who consistently exhibited an abnormal gait during testing sessions on the walkway that did not reflect his usual walking pattern. One participant could not walk backward. Thus, 17 participants were included in the GAITRite analysis (n = 16 for backward condition).

utilized GAITRite to obtain spatiotemporal measures of gait: backwards double support percent.

Outcome measures

Outcome measures
Measure
Dance Dance Revolution Exercise
n=16 Participants
All participants who completed the video game exercise using Dance Dance Revolution either in the first 6 weeks of the study or the second 6 weeks.
Hand Held Video Game (Control)
n=16 Participants
All participants that completed the hand-held video game control group for the first 6 weeks or the second 6 weeks of the study.
Gait Parameters
26.43 percent of gait cycle in double support
Standard Deviation 10.54
30.71 percent of gait cycle in double support
Standard Deviation 9.44

PRIMARY outcome

Timeframe: 6 weeks

Population: GAITRite outcome data was eliminated for one participant who consistently exhibited an abnormal gait during testing sessions on the walkway that did not reflect his usual walking pattern. One participant could not walk backward. Thus, 17 participants were included in the GAITRite analysis (n = 16 for backward condition).

utilized GAITRite to obtain spatiotemporal measures of gait: backwards heel to heel base of support.

Outcome measures

Outcome measures
Measure
Dance Dance Revolution Exercise
n=16 Participants
All participants who completed the video game exercise using Dance Dance Revolution either in the first 6 weeks of the study or the second 6 weeks.
Hand Held Video Game (Control)
n=16 Participants
All participants that completed the hand-held video game control group for the first 6 weeks or the second 6 weeks of the study.
Gait Parameters
20.61 cm
Standard Deviation 5.71
21.28 cm
Standard Deviation 5.41

PRIMARY outcome

Timeframe: 6 weeks

Population: GAITRite outcome data was eliminated for one participant who consistently exhibited an abnormal gait during testing sessions on the walkway that did not reflect his usual walking pattern. One participant could not walk backward. Thus, 17 participants were included in the GAITRite analysis (n = 16 for backward condition).

utilized GAITRite to obtain spatiotemporal measures of gait: obstacle velocity.

Outcome measures

Outcome measures
Measure
Dance Dance Revolution Exercise
n=17 Participants
All participants who completed the video game exercise using Dance Dance Revolution either in the first 6 weeks of the study or the second 6 weeks.
Hand Held Video Game (Control)
n=17 Participants
All participants that completed the hand-held video game control group for the first 6 weeks or the second 6 weeks of the study.
Gait Parameters
1.16 meters per second
Standard Deviation 0.49
1.14 meters per second
Standard Deviation 0.43

SECONDARY outcome

Timeframe: 6 weeks

Observation of gait and balance with quantifiable 16-item assessment with an ordinal scale of 0-2 for up to a total score of 32, with higher scores indicating better performance. It is reliable and predicts falls among those with Parkinson's disease and Huntington's disease.

Outcome measures

Outcome measures
Measure
Dance Dance Revolution Exercise
n=18 Participants
All participants who completed the video game exercise using Dance Dance Revolution either in the first 6 weeks of the study or the second 6 weeks.
Hand Held Video Game (Control)
n=18 Participants
All participants that completed the hand-held video game control group for the first 6 weeks or the second 6 weeks of the study.
Tinetti Mobility Test
22.94 score on a scale
Standard Deviation 4.23
22.61 score on a scale
Standard Deviation 3.29

SECONDARY outcome

Timeframe: 6 weeks

Population: Loss of one participant in Four-Square Step Test due to incomplete data

Examines ability to step over an object in multiple directions and is timed. Participants are instructed to step over a cane into each square in a specific order. Faster times indicate better balance. It has been shown to predict falls in the elderly.

Outcome measures

Outcome measures
Measure
Dance Dance Revolution Exercise
n=17 Participants
All participants who completed the video game exercise using Dance Dance Revolution either in the first 6 weeks of the study or the second 6 weeks.
Hand Held Video Game (Control)
n=17 Participants
All participants that completed the hand-held video game control group for the first 6 weeks or the second 6 weeks of the study.
Four Square Step Test
10.19 seconds
Standard Deviation 3.77
10.02 seconds
Standard Deviation 7.81

SECONDARY outcome

Timeframe: 6 weeks

Individuals rate their balance confidence from 1-100 on 16 tasks and total score is the mean; higher scores indicate greater confidence and lower fall risk. The Activities-Specific Balance Confidence Scale is reliable and valid in elderly and neurological populations.

Outcome measures

Outcome measures
Measure
Dance Dance Revolution Exercise
n=18 Participants
All participants who completed the video game exercise using Dance Dance Revolution either in the first 6 weeks of the study or the second 6 weeks.
Hand Held Video Game (Control)
n=18 Participants
All participants that completed the hand-held video game control group for the first 6 weeks or the second 6 weeks of the study.
Activities-Specific Balance Confidence Scale
78.40 score on a scale
Standard Deviation 15.64
77.56 score on a scale
Standard Deviation 15.24

SECONDARY outcome

Timeframe: post intervention and post hand-held game, each lasts 6 weeks

Population: Loss of one participant for the WHOQOL-Bref due to incomplete data

This questionnaire is a measure of quality of life addressing 4 domains including physical, psychological, social, and environment health. Responses on 26 items are on a five-point scale (from 1 = very dissatisfied to 5 = very satisfied) and each item is added to achieve a total score for each domain. The mean score for each domain is calculated then multiplied by 4 to get the domain score which are then transformed to a scaled score of 0-100 comparable to the original WHOQOL-100 therefore a total score between 0-400 with high scores indicating better quality of life. The WHOQOLBref has good reliability and validity.

Outcome measures

Outcome measures
Measure
Dance Dance Revolution Exercise
n=17 Participants
All participants who completed the video game exercise using Dance Dance Revolution either in the first 6 weeks of the study or the second 6 weeks.
Hand Held Video Game (Control)
n=17 Participants
All participants that completed the hand-held video game control group for the first 6 weeks or the second 6 weeks of the study.
World Health Organization Quality of Life
286 score on a scale
Standard Deviation 67.96
294 score on a scale
Standard Deviation 58.96

Adverse Events

Dance Dance Revolution Exercise

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Hand Held Video Game (Control)

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Adverse event data not reported

Additional Information

Anne Kloos

The Ohio State University

Phone: 614-688-5942

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place