Investigation of Acute Responses of Active Video Games Practice Compared to Exercise in Coronary Artery Patients
NCT ID: NCT05722366
Last Updated: 2023-09-08
Study Results
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Basic Information
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COMPLETED
NA
25 participants
INTERVENTIONAL
2022-11-20
2023-08-01
Brief Summary
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Detailed Description
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Evaluation of energy expenditure: Energy expenditure during active video games and exercise will be evaluated using the activity monitor. The activity monitor will be attached to the upper arm. Its accelerometer measures skin temperature, galvanic skin response and heat flux, as well as energy expenditure during movement.
Evaluation of hemodynamic and pulmonary responses:
Blood pressure: It will be measured with a sphygmomanometer. Perceived effort: The degree of perceived effort will be evaluated with the Modified Borg scale.
Shortness of breath: Shortness of breath will be assessed with the Modified Borg scale.
Heart rate and Oxygen saturation: It will be evaluated by pulse oximetry. Evaluation of vascular responses: Arterial stiffness will be assessed to assess vascular responses to active video games and exercise. Arterial stiffness will be measured with a noninvasive method with the help of the SphygmocorXCEL device, which can automatically measure with the cuff. The patient's age, gender, blood pressure, height, weight, carotid-sternal notch distance between the artery, carotid-femoral artery as the distance between the entered data to the computer after increasing pressure over the brachial artery through a transducer (augmentation index) and again, carotid-femoral pulse wave velocity via the artery (pulse wave velocity) measurements will be made.
The pleasure received from both interventions will be evaluated according to the visual analogue scale (0-10).
Active Video Game Intervention The active video games intervention will be carried out with a virtual reality system (XBOX360, Microsoft, USA) consisting of a console and a sensor.
Active video games consist of Bowling, River Rush, Rally Ball and Reflex Ridge games.
Participants will exercise for a total of 25 minutes with light-paced games for warm-up for the first 5 minutes, then brisk games with different body movements until the 15 minutes are complete, and light-paced games for 5 minutes to cool down.
Participants will complete active video games in the same order. Aerobic Exercise Intervention The exercise intervention will consist of a continuous moderate-intensity walking session on the treadmill. After the first 5 minutes of warm-up, at 55-70% of the peak heart rate reserve(HRR)with a 15-minute walking session, and 5 minutes of cooling down a total of 25 minutes of exercise will be performed.
Blood pressure, heart rate, oxygen saturation, dyspnea, and perceived general fatigue (Mod.Borg 0-10) of the participants will be evaluated before the interventions, at the end of the loading, after the exercise, and 5 minutes after the intervention. Before and after the sessions arterial stiffness will be measured.
Conditions
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Study Design
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RANDOMIZED
CROSSOVER
TREATMENT
NONE
Study Groups
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Active Video Game İntervention
The active video games intervention will be carried out with a virtual reality system (XBOX360, Microsoft, USA) consisting of a console and a sensor.
Active video games consist of Bowling, River Rush, Rally Ball and Reflex Ridge games.
Participants will exercise for a total of 25 minutes with light-paced games for warm-up for the first 5 minutes, then brisk games with different body movements until the 15 minutes are complete, and light-paced games for 5 minutes to cool down.
Participants will complete active video games in the same order.
Active video game
With the closed envelope method, the order in which the participants will perform active video games and aerobic exercise will be determined. It will be applied with 2 weeks between interventions.
Aerobic Exercise Intervention
The exercise intervention will consist of a continuous moderate intensity walking session on the treadmill. After the first 5 minutes of warm-up,a at 55-70% of the peak heart rate reserve(HRR)with a 15-minute walking session, and 5 minutes of cooling down total of 25 minutes of exercise will be performed.
aerobic exercise
With the closed envelope method, the order in which the participants will perform active video games and aerobic exercise will be determined. It will be applied with 2 weeks between interventions.
Interventions
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Active video game
With the closed envelope method, the order in which the participants will perform active video games and aerobic exercise will be determined. It will be applied with 2 weeks between interventions.
aerobic exercise
With the closed envelope method, the order in which the participants will perform active video games and aerobic exercise will be determined. It will be applied with 2 weeks between interventions.
Eligibility Criteria
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Inclusion Criteria
* Being clinically stable
* Becoming a volunteer
Exclusion Criteria
* The presence of a pacemaker
* The presence of cardiomyopathy
* The presence of a high cardiovascular risk
* The presence of November severe neurological, pulmonary and musculoskeletal system diseases
* The patient wants to quit the study
40 Years
75 Years
MALE
No
Sponsors
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Dokuz Eylul University
OTHER
Responsible Party
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Hande Cörüt
Principal Investigator
Locations
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Dokuz Eylül University
Izmir, Balcova, Turkey (Türkiye)
Countries
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Other Identifiers
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DokuzEU-CAD-001
Identifier Type: -
Identifier Source: org_study_id
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