Active Video Game on Metabolic, Cardiovascular, and Psychological Metrics in Older Adults

NCT ID: NCT04352543

Last Updated: 2020-11-03

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

2020-07-20

Study Completion Date

2020-11-01

Brief Summary

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The Xbox Kinect seems to be a good alternative for the older adults to perform physical activities at times that are typically associated with sedentary behaviors. The Xbox Kinect active video game has been used in various parts of the world as entertainment. The study of metabolic, cardiovascular and psychological responses during these activities may bring relevant information regarding the intensity of the exercises and, consequently, about the possibility of using these games to maintain and / or improve the cardiorespiratory fitness of the older adults. In addition, the present study may clarify the responses of activities on Xbox Kinect in elderly people with anxiety and depression symptoms. Will be selected 100 older adults. All volunteers will initially perform assessments of resting metabolic rate, cardiorespiratory fitness, functional tests, as well as subjective assessments of physical activity level, anxiety and mood. Subsequently, they will perform activities with body movements on the Xbox Kinect, which will be compared with sedentary behavior activity (TV / Movie). All activities will be monitored by means of a gas analyzer, which will record information about the behavior of energy expenditure, resting heart rate and activity. In addition, assessments of perception of effort and fun during activities will be made through subjective scales. The effects of Xbox Kinect activity on anxiety symptoms and mood will also be assessed.

Detailed Description

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Conditions

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Aging

Study Design

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Allocation Method

NA

Intervention Model

SINGLE_GROUP

Primary Study Purpose

TREATMENT

Blinding Strategy

NONE

Study Groups

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Older adults group

Group of older adults \>60 years old.

Group Type EXPERIMENTAL

Active Video Game Exercise

Intervention Type BEHAVIORAL

Play during 30 minutes in the easy level

Treadmill walking exercise

Intervention Type BEHAVIORAL

30 minutes (65 - 75% heart rate maximal)

Sedentary Behavior

Intervention Type BEHAVIORAL

Quiet Rest: 30 minutes

Interventions

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Active Video Game Exercise

Play during 30 minutes in the easy level

Intervention Type BEHAVIORAL

Treadmill walking exercise

30 minutes (65 - 75% heart rate maximal)

Intervention Type BEHAVIORAL

Sedentary Behavior

Quiet Rest: 30 minutes

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* age \> 60 years
* Mini-mental score ≥ 24
* non-smoker
* no beta-blockers
* no cardiovascular risk
Minimum Eligible Age

60 Years

Maximum Eligible Age

75 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Universidade Federal de Goias

OTHER

Sponsor Role lead

Responsible Party

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Giselle Soares Passos

Clinical Professor

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

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UFG

Jatai, Goiás, Brazil

Site Status

Countries

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Brazil

References

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Ferreira JA, Passos GS, Youngstedt SD, de Lima BE, Vieira LB, Martins MM, de Assis BP, Santana MG. Are there sex differences in energy expenditure and enjoyment in older adults playing active video games? J Bodyw Mov Ther. 2022 Jul;31:72-76. doi: 10.1016/j.jbmt.2022.04.008. Epub 2022 Apr 19.

Reference Type DERIVED
PMID: 35710225 (View on PubMed)

Other Identifiers

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2.750.982

Identifier Type: -

Identifier Source: org_study_id