Exergaming Versus Gym-based Exercise for Postural Control, Flow and Technology Acceptance

NCT ID: NCT02851017

Last Updated: 2016-08-04

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

44 participants

Study Classification

INTERVENTIONAL

Study Start Date

2011-02-28

Study Completion Date

2012-02-29

Brief Summary

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Balance training is an important component of physical fitness, however due to the mundane and often repetitive nature of balance training alone this is often forgotten about and as a result people may be more susceptible to postural control instabilities. A potential solution to the mundane aspect of balance training is the use of exergaming (interactive exercise and gaming combined) through the use of commercial gaming systems such as the Nintendo Wii, Dance Dance Revolution (DDR) and more recently the XBOX Kinect. The aim of the investigation was to assess the XBOX Kinect versus traditional balance training on postural control, flow and technology acceptance.

Detailed Description

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Exergaming - exercise with the use of an interactive computer-generated environment - is increasingly used in physical rehabilitation. Benefits have been reported in a range of clinical populations (people with neurological problems children with cerebral palsy and learning difficulties, Parkinson' disease, multiple sclerosis and older people. Balance training is an important focus of such rehabilitation. Previous literature regarding the effects of exergaming as a method of balance-training has mainly been conducted using the Nintendo Wii™ and the Wii™ fit where people must stand on a balance board to play the games. Although literature has shown that traditional balance training alone is effective in improving balance in a range of populations, studies comparing exergaming with "traditional" balance exercises (SEBT, trampolines and wobble boards) have shown mixed results from both exergaming and traditional balance training groups improving in postural control outcomes to greater improvement in the exergaming group over traditional balance exercise. A potential reason for the differentiation if results could be due to different movements required in the "traditional" balance exercises rather than there being something inherently different about exercising in a virtual environment. There is also a dearth of randomized controlled trials (RCT) in this area so the evidence base is limited. Furthermore, few have studied the important psychological aspect of exergaming, in particular acceptance and flow experience. The aim of this study was to assess the effects of exergaming using the XBOX Kinect™ system, versus, traditional gym-based exercise, with no virtual stimuli (TGB) on: (1) postural control, (2) technology acceptance (3) flow experience and (4) exercise intensity in young healthy adults. Matching of intensity of exercise, in the two groups, was assessed objectively, by Heart Rate and subjectively by Borg RPE during all exercise sessions. To our knowledge this is the first paper to compare the effects of exergaming against matched traditional exercises where the movement patterns, intensity and physiological demand was matched and assessed across groups.

Conditions

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Healthy Young Adults

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

BASIC_SCIENCE

Blinding Strategy

NONE

Study Groups

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Exergaming group (XBOX Kinect

Kinect™ exercise group performed sessions on three non-consecutive days per week for 4 weeks (12 sessions in total).

Group Type EXPERIMENTAL

Exercise

Intervention Type OTHER

This study is designed to examine and comparing there intervention program on postural control, flow and technology acceptance in young healthy adults.

Traditional gym based exercise group

Traditional gym based (TGB) exercise group performed sessions on three non-consecutive days per week for 4 weeks (12 sessions in total). Those in the TGB group performed exercises that were matched for sequence, intensity, duration and mode of exercise by adopting open and closed kinetic chain movements, in the same range and loading as required in the Kinect™ group.

Group Type EXPERIMENTAL

Exercise

Intervention Type OTHER

This study is designed to examine and comparing there intervention program on postural control, flow and technology acceptance in young healthy adults.

Interventions

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Exercise

This study is designed to examine and comparing there intervention program on postural control, flow and technology acceptance in young healthy adults.

Intervention Type OTHER

Eligibility Criteria

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Inclusion Criteria

* Male or female,
* Aged 18-50 years,
* Physically active (three or more moderate-vigorous physical activity sessions per week), free from injury (no musculoskeletal injuries or neurological conditions)
* Able to take part in four weeks of exercise.

Exclusion Criteria

* Unable to give informed consent and/or to comprehend and write English,
* Current (or history of) any medical condition or injury which would contraindicate participation,
* Allergy to alcohol wipes and/or adhesive tape
* Previous experience of using the XBOX Kinect™.
Minimum Eligible Age

18 Years

Maximum Eligible Age

50 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Teesside University

OTHER

Sponsor Role collaborator

Northumbria University

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

Principal Investigators

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Gill Barry, PhD

Role: PRINCIPAL_INVESTIGATOR

Northumbria University

References

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Esculier JF, Vaudrin J, Beriault P, Gagnon K, Tremblay LE. Home-based balance training programme using Wii Fit with balance board for Parkinsons's disease: a pilot study. J Rehabil Med. 2012 Feb;44(2):144-50. doi: 10.2340/16501977-0922.

Reference Type BACKGROUND
PMID: 22266676 (View on PubMed)

dos Santos Mendes FA, Pompeu JE, Modenesi Lobo A, Guedes da Silva K, Oliveira Tde P, Peterson Zomignani A, Pimentel Piemonte ME. Motor learning, retention and transfer after virtual-reality-based training in Parkinson's disease--effect of motor and cognitive demands of games: a longitudinal, controlled clinical study. Physiotherapy. 2012 Sep;98(3):217-23. doi: 10.1016/j.physio.2012.06.001. Epub 2012 Jul 9.

Reference Type BACKGROUND
PMID: 22898578 (View on PubMed)

Saposnik G, Teasell R, Mamdani M, Hall J, McIlroy W, Cheung D, Thorpe KE, Cohen LG, Bayley M; Stroke Outcome Research Canada (SORCan) Working Group. Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle. Stroke. 2010 Jul;41(7):1477-84. doi: 10.1161/STROKEAHA.110.584979. Epub 2010 May 27.

Reference Type BACKGROUND
PMID: 20508185 (View on PubMed)

Bryanton C, Bosse J, Brien M, McLean J, McCormick A, Sveistrup H. Feasibility, motivation, and selective motor control: virtual reality compared to conventional home exercise in children with cerebral palsy. Cyberpsychol Behav. 2006 Apr;9(2):123-8. doi: 10.1089/cpb.2006.9.123.

Reference Type BACKGROUND
PMID: 16640463 (View on PubMed)

Weiss PL, Bialik P, Kizony R. Virtual reality provides leisure time opportunities for young adults with physical and intellectual disabilities. Cyberpsychol Behav. 2003 Jun;6(3):335-42. doi: 10.1089/109493103322011650.

Reference Type BACKGROUND
PMID: 12855092 (View on PubMed)

Pompeu JE, Mendes FA, Silva KG, Lobo AM, Oliveira Tde P, Zomignani AP, Piemonte ME. Effect of Nintendo Wii-based motor and cognitive training on activities of daily living in patients with Parkinson's disease: a randomised clinical trial. Physiotherapy. 2012 Sep;98(3):196-204. doi: 10.1016/j.physio.2012.06.004. Epub 2012 Jul 25.

Reference Type BACKGROUND
PMID: 22898575 (View on PubMed)

Robinson J, Dixon J, Macsween A, van Schaik P, Martin D. The effects of exergaming on balance, gait, technology acceptance and flow experience in people with multiple sclerosis: a randomized controlled trial. BMC Sports Sci Med Rehabil. 2015 Apr 17;7:8. doi: 10.1186/s13102-015-0001-1. eCollection 2015.

Reference Type BACKGROUND
PMID: 25969739 (View on PubMed)

Van Schaik P, Blake J, Pernet F, Spears I, Fencott C. Virtual augmented exercise gaming for older adults. Cyberpsychol Behav. 2008 Feb;11(1):103-6. doi: 10.1089/cpb.2007.9925.

Reference Type BACKGROUND
PMID: 18275322 (View on PubMed)

Venkatesh V, Morris M, Davis G, Davis F. User acceptance of information technology: toward a unified view. Management Information Systems Quarterly. 27:425-78, 2003.

Reference Type BACKGROUND

Jackson SA, Marsh H. Development and validation of a scale to measure optimal experience: The Flow State Scale. J Sport and Exercise Psychology. 18:17-35, 1996.

Reference Type BACKGROUND

Borg GA. Psychophysical bases of perceived exertion. Med Sci Sports Exerc. 1982;14(5):377-81.

Reference Type BACKGROUND
PMID: 7154893 (View on PubMed)

Barry G, van Schaik P, MacSween A, Dixon J, Martin D. Exergaming (XBOX Kinect) versus traditional gym-based exercise for postural control, flow and technology acceptance in healthy adults: a randomised controlled trial. BMC Sports Sci Med Rehabil. 2016 Aug 23;8(1):25. doi: 10.1186/s13102-016-0050-0. eCollection 2016.

Reference Type DERIVED
PMID: 27555917 (View on PubMed)

Other Identifiers

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HLS-GB-17-7-16

Identifier Type: -

Identifier Source: org_study_id

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