Wii Fit as Balance Assessment and Training

NCT ID: NCT04302155

Last Updated: 2020-10-12

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

35 participants

Study Classification

INTERVENTIONAL

Study Start Date

2018-08-15

Study Completion Date

2019-01-15

Brief Summary

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Balance play a vital role to increase motor skills in healthy young adults. With increasing age balance control ability decreases,this decline can result as early as mid-30s. In young adults focus on improving anticipatory postural control so risk of lower extremity injuries especially ankle and knee injuries can be minimized and future risk of fall can be minimized.Objective is To compare the effect of traditional versus Wii fit training on balance in young adults the participants were randomly assigned into two groups interventional and control. total 18 minutes session was given to both groups wii fit group and traditional balance training group. all participants were given 3 sessions per week for 6. participants were initially accessed initially for eligibility , these participants were randomly divided into wii fit and traditional training group through sealed enveloped method . the initial assessment was done on wii fit. balance intervention to wii fit group is different games available on wii fit software. balance intervention given to traditional group is on trampoline and on BOSU ball.

Detailed Description

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Balance is an integral part of human ability. Whether for daily activities in life or sports related activities, humans rely on body balance and it affects peoples successful performance.To maintain balance, individuals must control their center of mass (COM) location over the base of support (BOS) during both voluntary movements, and in response to external, destabilizing forces. Exercises play an important role in balance improvement and fall prevention. Physiotherapists can help individuals to train their central nervous system to respond to different sensory challenges through balance control exercises. Falls are a leading public health concern with statistics reporting that 30 percent of adults 65 years of age and older, and 50 per cent of those 80 years of age and older, experience a fall annually. Research highlights the importance of patient-orientated, balance-targeted exercises, which draw focus to a sense of body position in space. virtual reality and video gaming programs for improving balance. An increasingly popular system for virtual reality balance training is the Nintendo Wii. Nintendo Wii real-time device is somatosensory gaming comprises the balance board, software, and database it is used for balance assessment are balance training purpose. Virtual reality balance training typically requires participants to produce discrete, controlled movements to and beyond their base of support in response to visual targets. A force plate measures the performance of the participant and can provide online feedback of postural control.

Literature shows its high levels of usability and enjoyment with no serious adverse effects. Findings of research on effects of the Nintendo Wii Fit on Community-Dwelling Adults with Perceived Balance Deficits suggest that an intervention program including the Wii fit may be an effective rehabilitation option for adults with perceived balance deficits.

The advantage of the Nintendo Wii with Wii Balance Board (WBB) is that it not only offers an alternative balance exercise-training tool but it can also record balance measurements. The WBB is more portable than heavy and expensive laboratory equipment while still providing valid and reliable measurements. A recent study evaluated the validity of the WBB in measuring balance variables.There are number of exercise training that are used for balance improvement including tai chi, yoga , task specific training. Some of them showed marked improvement in balance while others have little or no improvement. The use of exergaming for different types of rehabilitation has established great interest particularly Nintendo Wii .Wii fit is has been used for balance training from the past few years in an individual with balance impairment as well as in healthy individuals, it is a novel and in expansive method of balance training in WBB use improve the visual perception, postural control, mobility, motor function and also decrease the risk of fall . Different games are used in WBB including Balance training, Yoga, strength training, aerobic training. Few studies used the control group along with Wii fit group to determine its effectiveness in balance training. Different clinical test for balance assessment was used before and after balance training including Berg Balance Scale (BBS), Fullerton Advance Balance test(FAB) test, Time up and go test (TUG), Functional Reach Test (FR) in different studies.A study showed that balance interventions involving the Wii Fit system have relied on the balance-specific exer-games it involve Wii Fit balance games, yoga games rely on static balance control. Despite this broad mission, the Wii Fit has generated specific interest in the domain of neurorehabilitation as a measurement and training device for balance ability. Balance control increases with increasing age as early as mid-30s .Balance control increases with increasing age as early as mid-30s This study aimed to assess the balance error in healthy young adults of our society as well as their balance training by using Wii fit and traditional balance training. By providing balance training to young population we intended to improve feed forward postural control, improve motor skills and decrease chances of lower extremity injuries

Conditions

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Healthy Young Adults

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

TREATMENT

Blinding Strategy

NONE

Study Groups

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Nintendo Wii

Balance-specific exer-games focusing on dynamic aspects of center of pressure (COP) on Wii fit system.

Group Type EXPERIMENTAL

balance-specific -games focusing on dynamic aspects of COP on Wii fit system.

Intervention Type OTHER

The participants were randomly assigned into two groups interventional and control. Total 18 minutes session was given to both groups wii fit group and traditional balance training group. All participants were given 3 sessions per week for 6.

Total 48 participants were initially accessed initially for eligibility , 13 participants were excluded because of having good balance and good balance age score on Wii fit assessment, 35 participants were recruited for balance training. These participants were randomly divided into Wii fit and traditional training group through sealed enveloped method 18 participants was recruited in Wii fit group and 17 in traditional balance training group. 3 participants drop out from Wii fit group and 2 from traditional balance training group.

Some examples include catching apples in a basket ,moving a golf ball around barriers towards a hole , popping rising balloons/bubbles and air hockey .

Traditional

Mini trampoline two balance exercises of 6 minutes on mini trampoline for a total duration of 3 min on each leg Inflatable discs 4 balance exercises of 12 minutes on BOSU ball 6 minutes on rounded side and 6 minutes on rigid side.

Group Type EXPERIMENTAL

mini trampoline and inflatable discs group

Intervention Type OTHER

High skipping and landing on a limb every time (2 repeats of 45 s each leg).Standing on one leg and try to catch the ball thrown at them in various directions by the researcher (2 repeats of 45 s each leg) Exercises in inFlated rubber hemisphere attached toa rigid platform (BOSU)

1. Standing on BOSU's round soft surface with one foot, in an attempt to maintain balance (2 repeats of 45 s each leg).
2. Standing on BOSU's round soft surface with one foot, in an attempt to maintain balance, while lifting the non-support leg forward and backward (2 repeats of 45 s each leg).
3. Standing on BOSU flat hard surface with both legs, in an attempt to maintain balance (3 minutes on both legs).
4. Standing on BOSUs flat hard surface with both feet, in an attempt to maintain balance, while trying to catch the ball thrown at them by the experimenter in various directions (3 minutes on both leg)

Interventions

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balance-specific -games focusing on dynamic aspects of COP on Wii fit system.

The participants were randomly assigned into two groups interventional and control. Total 18 minutes session was given to both groups wii fit group and traditional balance training group. All participants were given 3 sessions per week for 6.

Total 48 participants were initially accessed initially for eligibility , 13 participants were excluded because of having good balance and good balance age score on Wii fit assessment, 35 participants were recruited for balance training. These participants were randomly divided into Wii fit and traditional training group through sealed enveloped method 18 participants was recruited in Wii fit group and 17 in traditional balance training group. 3 participants drop out from Wii fit group and 2 from traditional balance training group.

Some examples include catching apples in a basket ,moving a golf ball around barriers towards a hole , popping rising balloons/bubbles and air hockey .

Intervention Type OTHER

mini trampoline and inflatable discs group

High skipping and landing on a limb every time (2 repeats of 45 s each leg).Standing on one leg and try to catch the ball thrown at them in various directions by the researcher (2 repeats of 45 s each leg) Exercises in inFlated rubber hemisphere attached toa rigid platform (BOSU)

1. Standing on BOSU's round soft surface with one foot, in an attempt to maintain balance (2 repeats of 45 s each leg).
2. Standing on BOSU's round soft surface with one foot, in an attempt to maintain balance, while lifting the non-support leg forward and backward (2 repeats of 45 s each leg).
3. Standing on BOSU flat hard surface with both legs, in an attempt to maintain balance (3 minutes on both legs).
4. Standing on BOSUs flat hard surface with both feet, in an attempt to maintain balance, while trying to catch the ball thrown at them by the experimenter in various directions (3 minutes on both leg)

Intervention Type OTHER

Eligibility Criteria

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Inclusion Criteria

* Healthy young adults (18 to 30 years)
* Either gender
* having static standing balance of 30 seconds with eye open and eye close.
* Willing to participate
* Normal or corrected vision and hearing, no history of primary medical risk factors for falls
* Adults having wii fit balance age greater \> years from their actual age

Exclusion Criteria

* Young adults with any diagnosed balance issue
* Young adults with pathology of the musculoskeletal, neurological or vestibular system, severe cardiovascular disease, diabetes, adults using beta-blockers or antidepressants.
Minimum Eligible Age

18 Years

Maximum Eligible Age

30 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Riphah International University

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

Principal Investigators

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Arshad Nawaz Malik, PHD

Role: PRINCIPAL_INVESTIGATOR

Riphah International University

Locations

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Riphah International University

Islamabad, Federal, Pakistan

Site Status

Countries

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Pakistan

References

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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)

Chang WD, Chang WY, Lee CL, Feng CY. Validity and reliability of wii fit balance board for the assessment of balance of healthy young adults and the elderly. J Phys Ther Sci. 2013 Oct;25(10):1251-3. doi: 10.1589/jpts.25.1251. Epub 2013 Nov 20.

Reference Type BACKGROUND
PMID: 24259769 (View on PubMed)

Whyatt C, Merriman NA, Young WR, Newell FN, Craig C. A Wii Bit of Fun: A Novel Platform to Deliver Effective Balance Training to Older Adults. Games Health J. 2015 Dec;4(6):423-33. doi: 10.1089/g4h.2015.0006. Epub 2015 Oct 15.

Reference Type BACKGROUND
PMID: 26469308 (View on PubMed)

Lange B, Chang CY, Suma E, Newman B, Rizzo AS, Bolas M. Development and evaluation of low cost game-based balance rehabilitation tool using the Microsoft Kinect sensor. Annu Int Conf IEEE Eng Med Biol Soc. 2011;2011:1831-4. doi: 10.1109/IEMBS.2011.6090521.

Reference Type BACKGROUND
PMID: 22254685 (View on PubMed)

Goble DJ, Cone BL, Fling BW. Using the Wii Fit as a tool for balance assessment and neurorehabilitation: the first half decade of "Wii-search". J Neuroeng Rehabil. 2014 Feb 8;11:12. doi: 10.1186/1743-0003-11-12.

Reference Type BACKGROUND
PMID: 24507245 (View on PubMed)

Meldrum D, Glennon A, Herdman S, Murray D, McConn-Walsh R. Virtual reality rehabilitation of balance: assessment of the usability of the Nintendo Wii((R)) Fit Plus. Disabil Rehabil Assist Technol. 2012 May;7(3):205-10. doi: 10.3109/17483107.2011.616922. Epub 2011 Nov 25.

Reference Type BACKGROUND
PMID: 22117107 (View on PubMed)

Franco JR, Jacobs K, Inzerillo C, Kluzik J. The effect of the Nintendo Wii Fit and exercise in improving balance and quality of life in community dwelling elders. Technol Health Care. 2012;20(2):95-115. doi: 10.3233/THC-2011-0661.

Reference Type BACKGROUND
PMID: 22508022 (View on PubMed)

Other Identifiers

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Aruba Saeed REC/00216

Identifier Type: -

Identifier Source: org_study_id

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