Home-Based Exergame Program for Community-Dwelling Older Adults

NCT ID: NCT05802537

Last Updated: 2024-11-05

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

60 participants

Study Classification

INTERVENTIONAL

Study Start Date

2022-11-01

Study Completion Date

2023-01-13

Brief Summary

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The purpose of this study was to investigate the effect of a home-based exergame program on physical function, fall efficacy, depression, and quality of life in older adults. For the purpose of the study, the investigators established the following hypotheses. Older adults who participate in a home-based exergame program will experience significant improvements in physical function, fall efficacy, depression, and quality of life compared to those who do not participate in the program.

Detailed Description

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Conditions

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Exergaming Frail Elderly

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

PREVENTION

Blinding Strategy

SINGLE

Outcome Assessors

Study Groups

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Experimental group

Participants in the experimental group engaged in a home-based exergame program for 50 minutes per session, three times per week, for eight weeks. The program focused on enhancing lower extremity strength and balance.

Group Type EXPERIMENTAL

Home-based exergame program

Intervention Type BEHAVIORAL

The home-based exergame program was conducted using the Nintendo Switch and Ring Fit Adventure program at participants' homes. The program included a 10-minute warm-up, 30 minutes of main exercise, and a 10-minute cool-down, lasting a total of 50 minutes per session. Sessions were held three times per week for eight weeks. The exercises targeted lower extremity strength, balance, and flexibility and included yoga, leg exercises (e.g., squats, knee lifts), and other activities performed in a gamified virtual environment. Participants received guidance on using the console, and family members were involved to support proper execution of the exercises.

Control group

The control group participated in weekly online education sessions for 50 minutes over an eight-week period. The topics covered included fall prevention, musculoskeletal health, aging, and fracture risks. No physical exercise intervention was given.

Group Type ACTIVE_COMPARATOR

Online education on fall prevention and musculoskeletal health management

Intervention Type BEHAVIORAL

The online education intervention consisted of weekly sessions conducted for 50 minutes over an eight-week period, focusing on fall prevention and musculoskeletal health management. Participants joined the sessions via a video-conference platform. The content covered education on aging, musculoskeletal disorders, fall prevention strategies, and understanding falls and fractures. These sessions aimed to enhance participants' awareness and knowledge, thereby helping them adopt preventive behaviors.

Interventions

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Home-based exergame program

The home-based exergame program was conducted using the Nintendo Switch and Ring Fit Adventure program at participants' homes. The program included a 10-minute warm-up, 30 minutes of main exercise, and a 10-minute cool-down, lasting a total of 50 minutes per session. Sessions were held three times per week for eight weeks. The exercises targeted lower extremity strength, balance, and flexibility and included yoga, leg exercises (e.g., squats, knee lifts), and other activities performed in a gamified virtual environment. Participants received guidance on using the console, and family members were involved to support proper execution of the exercises.

Intervention Type BEHAVIORAL

Online education on fall prevention and musculoskeletal health management

The online education intervention consisted of weekly sessions conducted for 50 minutes over an eight-week period, focusing on fall prevention and musculoskeletal health management. Participants joined the sessions via a video-conference platform. The content covered education on aging, musculoskeletal disorders, fall prevention strategies, and understanding falls and fractures. These sessions aimed to enhance participants' awareness and knowledge, thereby helping them adopt preventive behaviors.

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* 75 years or older
* the ability to walk independently with or without a walking aid
* a mini-mental state examination score ≥ 24.

Exclusion Criteria

* musculoskeletal disorders such as fractures or dislocations
* neurological impairment
* mental disorders
* uncontrolled endocrine, cardiovascular, or urinary system diseases
Minimum Eligible Age

75 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Kyungdong University

OTHER

Sponsor Role lead

Responsible Party

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Kyeongjin Lee

Professor

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

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Kyungdong University

Wŏnju, Gangwon-do, South Korea

Site Status

Countries

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South Korea

References

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Lee K. Home-Based Exergame Program to Improve Physical Function, Fall Efficacy, Depression and Quality of Life in Community-Dwelling Older Adults: A Randomized Controlled Trial. Healthcare (Basel). 2023 Apr 12;11(8):1109. doi: 10.3390/healthcare11081109.

Reference Type DERIVED
PMID: 37107943 (View on PubMed)

Other Identifiers

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1041455-202302-HR-003-01

Identifier Type: -

Identifier Source: org_study_id

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