CogXergaming to Promote Physical Activity and Cognitive Function in Frail Older Adults
NCT ID: NCT04534686
Last Updated: 2025-08-28
Study Results
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View full resultsBasic Information
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COMPLETED
NA
49 participants
INTERVENTIONAL
2021-01-10
2023-03-15
Brief Summary
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Detailed Description
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Aim 1: To test the feasibility (compliance and effectiveness) of cognitive-motor exergaming (CogXergaming) in the frail older adults and to compare the improvements in behavioral biomarkers in this group across balance, muscle fitness, cardiovascular fitness and global cognition to the group receiving the Matter of Balance training.
Hypothesis: Participants will respond well to CogXergaming training paradigm and demonstrate significant improvements in balance, muscular fitness, cardiovascular fitness and global cognition as compared to the Matter of Balance training group.
Aim 2: To examine the effect of CogXergaming on physical activity levels and quality of life measures post-intervention.
Hypothesis: The participants who received CogXergaming will demonstrate significant improvement in physical activity and quality of life post-training as compared to their own pre-training scores.
Aim 3: To examine the effect of CogXergaming structural and functional connectivity within the cognitive-motor areas pre and post training to establish effect size.
Hypothesis: Post-training, participants will demonstrate improved memory consolidation, attention, motor planning and execution compared to pre-training indicating improved functional connectivity within the cognitive-motor areas.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
TREATMENT
NONE
Study Groups
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CogXergaming
CogXergaming based cognitive-motor balance training will be delivered to group A using the commercially available Wii-Fit Nintendo and a mouse in conjunction with cognitive training. All participants will undergo 18 sessions of training in a tapering manner for six weeks with 60-90 minutes of training per session, i.e., 3 sessions each week till the 6th week. Each session will be divided into 3 sub-sessions, where each sub-session will consist of playing 4 to 6 games in conjunction with cognitive task. All the games will be performed using a Wii-Fit balance board in front of a TV screen.
CogXergaming
The participant will play four of the six balance board games Table tilt, Tightrope, Soccer, Balance bubble, Light Run and Basic Step (each game is max 1.5 minutes). Each game will be superimposed with any 3 of the 6 cognitive tasks (word list generation consisting of verbal fluency (VF) and category fluency (CF), digit recall (DR), analogies (AN), mental arithmetic (MA), repeated letter (RL). The cognitive tasks will be randomized making sure that all the cognitive tasks are played with all the games. The cognitive and balance board game scores will be noted on the scoring sheet for each session. A total 10 minutes rest interval between every sub-session will be mandatorily provided.
Matter of Balance Training
Participants in group B will undergo matter of balance training for 8 weeks (one session a week for 2 hours/day).
Matter of Balance Training
The program emphasizes practical coping strategies that include group discussions, mutual problem solving, exercises to improve strength, coordination and balance, and, a home safety evaluation.
Interventions
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CogXergaming
The participant will play four of the six balance board games Table tilt, Tightrope, Soccer, Balance bubble, Light Run and Basic Step (each game is max 1.5 minutes). Each game will be superimposed with any 3 of the 6 cognitive tasks (word list generation consisting of verbal fluency (VF) and category fluency (CF), digit recall (DR), analogies (AN), mental arithmetic (MA), repeated letter (RL). The cognitive tasks will be randomized making sure that all the cognitive tasks are played with all the games. The cognitive and balance board game scores will be noted on the scoring sheet for each session. A total 10 minutes rest interval between every sub-session will be mandatorily provided.
Matter of Balance Training
The program emphasizes practical coping strategies that include group discussions, mutual problem solving, exercises to improve strength, coordination and balance, and, a home safety evaluation.
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
2. Walking speed \<0.8m/s
3. Self-reported Physical activity \<3 hours/week
4. Hand grip strength \<30 kgs for men \& \<20 kgs for women
5. Not on any sedative drugs
6. Can understand \& communicate in English
7. Ability to walk more than 30 feet with or without an assistive device
Exclusion Criteria
2. Unable to stand for 5 minutes without an assistive device (length of a Wii Fit game)
3. Uncontrolled acute medical/surgical, neurological or cardiovascular disease
4. History of bone fracture or significant other systemic disease or surgery in the last six months
5. Moderate to severe cognitive impairment (MOCA \<24/30)
6. Specific to MRI participants: Self-reported presence of pacemaker, metal implants other than orthopedic implants, and/or Claustrophobia, cataract surgery (lens not compatible to the MRI confirmed by the MRI technician)
60 Years
ALL
No
Sponsors
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University of Illinois at Chicago
OTHER
Responsible Party
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Tanvi Bhatt
PI
Principal Investigators
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Tanvi S Bhatt, PT,MS,PhD
Role: PRINCIPAL_INVESTIGATOR
University of Illinois at Chicago
Locations
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University of Illinois at Chicago
Chicago, Illinois, United States
Countries
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References
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Kannan L, Sahu U, Subramaniam S, Mehta N, Kaur T, Hughes S, Bhatt T. Gaming-Based Tele-Exercise Program to Improve Physical Function in Frail Older Adults: Feasibility Randomized Controlled Trial. J Med Internet Res. 2024 Nov 27;26:e56810. doi: 10.2196/56810.
Provided Documents
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Document Type: Study Protocol and Statistical Analysis Plan
Other Identifiers
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2020-0280
Identifier Type: -
Identifier Source: org_study_id
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