Effect of Virtual Reality on Balance and Gait Speed With Alzheimer's Dementia
NCT ID: NCT03928405
Last Updated: 2019-04-26
Study Results
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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COMPLETED
NA
32 participants
INTERVENTIONAL
2018-01-01
2018-06-06
Brief Summary
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
TREATMENT
NONE
Study Groups
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Virtual reality group
The subjects were evaluated with the case report form, the balance and fall risks, the Tinetti Gait and Balance Test (TGBT) and the 5-times Sit to Stand Test, while the gait speed was assessed by the Gait Speed Measurement Test (GSMT). The virtual reality group was trained with games selected from different categories such as balance and aerobic exercises with Nintendo Wii virtual reality device for 6 weeks, 1 session 30 min, 2 times a week. In the control group, no treatment was performed during this period and routine medical treatments were continued. In the first session, each Nintendo Wii components were introduced to each individual. The selected games and how they were played were taught to each individual by the physiotherapist and practically taught. The games were played with the help of physiotherapists in the first session so that individuals could transfer the correct weight on the Nintendo Wii balance board and to use the game console's control.
Exercises with Nintendo Wii virtual reality device
In the first session, each Nintendo Wii components were introduced to each individual. The selected games and how they were played were taught to each individual by the physiotherapist and practically taught. The games were played with the help of physiotherapists in the first session so that individuals could transfer the correct weight on the Nintendo Wii balance board and to use the game console's control. The patient was supported with verbal and physical feedback when the patient played incorrectly during the games in the next sessions. Games that require serious balance and coordination were considered as a difficult activity for the patient and were not used in this study. The difficulty of the games was set to the simplest level for each patient. As the patients were successful the games' difficulty level was upgraded. The difficulty of the games has been increased according to the classification determined by the Nintendo Wii device.
Control Group
The sociodemographic characteristics of the subjects were evaluated with the case report form, the balance and fall risks, the Tinetti Gait and Balance Test (TGBT) and the 5-times Sit to Stand Test, while the gait speed was assessed by the Gait Speed Measurement Test (GSMT).the control group was reevaluated at the end of the 6th week after the initial evaluation. After the study was completed, training was given to the volunteers from the control group.
No interventions assigned to this group
Interventions
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Exercises with Nintendo Wii virtual reality device
In the first session, each Nintendo Wii components were introduced to each individual. The selected games and how they were played were taught to each individual by the physiotherapist and practically taught. The games were played with the help of physiotherapists in the first session so that individuals could transfer the correct weight on the Nintendo Wii balance board and to use the game console's control. The patient was supported with verbal and physical feedback when the patient played incorrectly during the games in the next sessions. Games that require serious balance and coordination were considered as a difficult activity for the patient and were not used in this study. The difficulty of the games was set to the simplest level for each patient. As the patients were successful the games' difficulty level was upgraded. The difficulty of the games has been increased according to the classification determined by the Nintendo Wii device.
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
* Lack of communication difficulties or problems
* Volunteering to participate in the study
* Cerebrovascular event,
* Having disturbing the balance and coordination of neurological disease such as Parkinson, MS,
* Mini Mental Test Score, 18 to 24 points from being scored
* being 65-80 aged.
Exclusion Criteria
* Endocrine disorder, fluid-electrolyte imbalance and infection
* Patients with malignancy and malignancy, chemotherapy and radiotherapy,
* Patients with delirium or depression
* Those with protective sensation loss (those with Semmes-Weinstein Monofilament Thickness 4.56 and above)
* patients with lower or upper extremity amputations at any level
65 Years
80 Years
ALL
No
Sponsors
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Kırıkkale University
OTHER
Responsible Party
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Meral SERTEL
Assoc. Prof.
Principal Investigators
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Fatma KABAKCI
Role: STUDY_CHAIR
Karaman Ahmet Mete Nursing Home for the Elderly Care
Locations
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Kirikkale University
Kırıkkale, Fabrikalar Street, Turkey (Türkiye)
Kirikkale Universtiy
Kırıkkale, Fabrikalar Street, Turkey (Türkiye)
Countries
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Other Identifiers
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Alzheimer,Virtual Reality
Identifier Type: -
Identifier Source: org_study_id
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