Effect of Virtual Reality on Balance and Gait Speed With Alzheimer's Dementia

NCT ID: NCT03928405

Last Updated: 2019-04-26

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

32 participants

Study Classification

INTERVENTIONAL

Study Start Date

2018-01-01

Study Completion Date

2018-06-06

Brief Summary

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The aim of study is to investigate the effect of virtual reality application on balance and gait speed in individuals with Alzheimer's Dementia.

Detailed Description

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The aim of study is to investigate the effect of virtual reality application on balance and gait speed in individuals with Alzheimer's Dementia. The study consisted of 32 subjects, which were diagnosed as mild or moderate AD by the neurologist. The balance, fall risks and gait speed were assessed. Training 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.

Conditions

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Alzheimer's Dementia

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

The study consisted of 32 subjects, which were diagnosed as mild or moderate AD by the neurologist. The balance, fall risks and gait speed were assessed. Training 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.
Primary Study Purpose

TREATMENT

Blinding Strategy

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.

Group Type EXPERIMENTAL

Exercises with Nintendo Wii virtual reality device

Intervention Type OTHER

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.

Group Type NO_INTERVENTION

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.

Intervention Type OTHER

Other Intervention Names

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Virtual reality game

Eligibility Criteria

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Inclusion Criteria

* Having mild or moderate severity of AD
* 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

* Patients diagnosed with dementia (infection, vascular, hematological diseases), patients who could not be contacted during the follow-up period or who did not come to control, cardiac and cerebrovascular event,
* 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
Minimum Eligible Age

65 Years

Maximum Eligible Age

80 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Kırıkkale University

OTHER

Sponsor Role lead

Responsible Party

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Meral SERTEL

Assoc. Prof.

Responsibility Role PRINCIPAL_INVESTIGATOR

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)

Site Status

Kirikkale Universtiy

Kırıkkale, Fabrikalar Street, Turkey (Türkiye)

Site Status

Countries

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Turkey (Türkiye)

Other Identifiers

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Alzheimer,Virtual Reality

Identifier Type: -

Identifier Source: org_study_id

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