Physical and Social Benefits of Multi-Player Interactive Computer Play Games in Youth With Cerebral Palsy
NCT ID: NCT01901211
Last Updated: 2019-01-02
Study Results
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View full resultsBasic Information
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COMPLETED
NA
11 participants
INTERVENTIONAL
2013-09-30
2014-04-05
Brief Summary
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
CROSSOVER
TREATMENT
SINGLE
Study Groups
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Exergaming
In this arm, the participants will participate in the exergaming intervention.
Exergaming Intervention
The exergaming system will be installed into the participants' homes. Players will pedal the exergame bike in order to move their game avatar. Headsets allow players to communicate with each other in real-time. Participants will play the games 3 to 5 times per week, during scheduled game times. Players will wear a heart rate (HR) monitor and will achieve game benefits for reaching their target HR. They will be asked to exercise in a target HR zone of 40-65%HR reserve. Each week, participants will receive a call from a research assistant (RA), who will provide feedback on their exercise progress and a HR goal for each week. The RA will also record physical and social activities engaged in and any difficulties like leg pain or technical issues.
Comparison Arm
In this arm of the study, participants will engage in their typical physical activity routines for the ten week duration. Participants will receive a call from the RA each week. The RA will ask the child to report on all the physical and social activities that they engaged in for that week.
No interventions assigned to this group
Interventions
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Exergaming Intervention
The exergaming system will be installed into the participants' homes. Players will pedal the exergame bike in order to move their game avatar. Headsets allow players to communicate with each other in real-time. Participants will play the games 3 to 5 times per week, during scheduled game times. Players will wear a heart rate (HR) monitor and will achieve game benefits for reaching their target HR. They will be asked to exercise in a target HR zone of 40-65%HR reserve. Each week, participants will receive a call from a research assistant (RA), who will provide feedback on their exercise progress and a HR goal for each week. The RA will also record physical and social activities engaged in and any difficulties like leg pain or technical issues.
Eligibility Criteria
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Inclusion Criteria
* Between 9 and 18 years of age inclusive
* Ability to operate a handheld videogame controller
* High-speed internet in the home
* Able to commit for the entire study duration
Exclusion Criteria
* Exercise-induced asthma
* Any underlying heart condition
* Seizure disorder
* Visual, auditory or cognitive disabilities that will interfere with game play
9 Years
19 Years
ALL
No
Sponsors
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Queen's University
OTHER
Natural Sciences and Engineering Research Council, Canada
OTHER
Holland Bloorview Kids Rehabilitation Hospital
OTHER
Responsible Party
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Principal Investigators
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Darcy Fehlings, MD, MSc, FRCPC
Role: PRINCIPAL_INVESTIGATOR
Holland Bloorview Kids Rehabilitation Hospital
T.C. Nicholas Graham, PhD
Role: PRINCIPAL_INVESTIGATOR
Queen's University
Locations
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Holland Bloorview Kids Rehabilitation Hospital
Toronto, Ontario, Canada
Countries
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Other Identifiers
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13-423
Identifier Type: -
Identifier Source: org_study_id
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