Comparing the Cognitive Effects of Two Exergame Training and Traditional Training in Patients With Chronic Stroke

NCT ID: NCT02553993

Last Updated: 2016-01-08

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

43 participants

Study Classification

INTERVENTIONAL

Study Start Date

2013-09-30

Study Completion Date

2015-03-31

Brief Summary

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The objective of this study was to: compare the training and maintenance effects of 3 balance training programs (2 kinds of exergame systems and 1 conventional weight-shifting training program) on cognitive function of subjects with chronic stroke.

Detailed Description

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The objective of this study was to: compare the training and maintenance effects of 3 balance training programs (2 kinds of exergame systems and 1 conventional weight-shifting training program) on cognitive function of subjects with chronic stroke. We hypothesized that the exergaming program using weight shifting as game controller is better than the weight shifting only program. The investigators further hypothesized that exergames designed for entertainment (such as Wii Fit) are more beneficial than exergames for rehabilitation purpose (such as Tetrax biofeedback) in gain of cognition function for patients with chronic stroke.

Conditions

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Stroke

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

TREATMENT

Blinding Strategy

SINGLE

Outcome Assessors

Study Groups

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Wii Fit

The Wii Fit training was conducted using the Wii Fit bundle from Nintendo, which consists of the Wii console, a Wii Balance Board, and the Wii Fit Plus balance game disc. The Wii balance board has 4 transducers, which could assess the player's force distribution and resultant movements in the center of pressure (COP). The participants stood on the board and used the change of COP to play the games. Five games (Tilt, Soccer Heading, Balance Bubble, Penguin Slide, and Perfect 10) were selected from the Wii Fit Plus package based on the motor demand of these games. The major movement patterns to play the games included right-left weight shifting and front-back weight shifting.

Group Type EXPERIMENTAL

Wii Fit(30 Mins)

Intervention Type DEVICE

Receive Wi Fit games training for 30 minutes. There are 2 sections for 1 week; the intervention period will be 12 weeks.

Tetrax biofeedback

The Tetrax biofeedback games aimed at postural rehabilitation to help patients or athletes improve their balance abilities. There were 11 games in Tetrax system; 8 games (Speedtrack, Catch, Skyball, Gotcha, Speedball, Tag, Freeze, Immobilizer) were chosen based on the same principle as those used for choosing Wii Fit games. The parameters of games' difficulties included target size and/or speed of target movement, which could be adjusted according to the patients' ability.

For the Wii Fit or Tetrax group, at each session, the supervising therapist chose 3 to 5 games for participants according to their ability, needs, and favorites.

Group Type EXPERIMENTAL

Tetrax biofeedback(30 Mins)

Intervention Type DEVICE

Receive Tetrax biofeedback games training for 30 minutes. There are 2 sections for 1 week; the intervention period will be 12 weeks.

Conventional weight-shifting

The conventional weight-shifting exercise group performed balance exercises with the similar movements and time required by the 2 exergame systems but without video games. By using occupational activities, participants did weight shifting in the sagittal and frontal planes. The investigators also used a balance board (Reebok Core board) for multi-directional weight shifting training

Group Type PLACEBO_COMPARATOR

Conventional weight-shifting(30 Mins)

Intervention Type OTHER

Receive weight-shifting exercise training for 30 minutes. There are 2 sections for 1 week; the intervention period will be 12 weeks.

Interventions

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Wii Fit(30 Mins)

Receive Wi Fit games training for 30 minutes. There are 2 sections for 1 week; the intervention period will be 12 weeks.

Intervention Type DEVICE

Tetrax biofeedback(30 Mins)

Receive Tetrax biofeedback games training for 30 minutes. There are 2 sections for 1 week; the intervention period will be 12 weeks.

Intervention Type DEVICE

Conventional weight-shifting(30 Mins)

Receive weight-shifting exercise training for 30 minutes. There are 2 sections for 1 week; the intervention period will be 12 weeks.

Intervention Type OTHER

Eligibility Criteria

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Inclusion Criteria

* Post-stroke duration of at least 6 months
* Ability to understand verbal instructions and learn
* Adequate visual acuity (with appropriate correction, if necessary)
* Ability to walk independently with or without device

Exclusion Criteria

* Bilateral hemispheric
* Cerebellar lesions
* Aphasia
* Significant visual field deficits
* Hemineglect
* History of orthopedic
* Other neurological diseases
* Medical conditions that would prevent adherence to the exercise protocol
Minimum Eligible Age

18 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Chang Gung Memorial Hospital

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

Principal Investigators

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Jen-Wen Hung, MD

Role: PRINCIPAL_INVESTIGATOR

Chang Gung Memorial Hospital-Kaohsiung Medical Center, Kaohsiung, Taiwan

Locations

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Department of Rehabilitation, Chang Gung Memorial Hospital-Kaohsiung Medical Center, Kaohsiung, Taiwan

Kaohsiung, Taiwan, Taiwan

Site Status

Countries

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Taiwan

References

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Related Links

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http://www.nintendo.com/

Nintendo. Nintendo Wii-Fit games

Other Identifiers

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CMRPG8C0261

Identifier Type: -

Identifier Source: org_study_id

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