Active Video Games for Older Adults With Knee and/or Hip Osteoarthritis.
NCT ID: NCT05839262
Last Updated: 2025-03-18
Study Results
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Basic Information
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COMPLETED
NA
60 participants
INTERVENTIONAL
2023-04-04
2024-03-01
Brief Summary
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Detailed Description
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Physical exercise in people with knee and hip OA improves clinical aspects and psychosocial aspects such as self-efficacy, social function, and reduction of depression and isolation, among others. Adherence to exercise is fundamental and is closely related to user satisfaction. There are several barriers to physical exercise by older adults, such as lack of social support, transportation problems, and prioritization of basic needs; however, a determining factor is lack of motivation. In this regard, a study indicates that in Latin America, lack of motivation is among the main reasons for abandoning physical exercise.
The technological development of the last decades has allowed the incorporation of virtual reality into the healthcare field, favoring user motivation. Virtual reality is an experience based on the interactive digital simulation of environments and objects. These systems are categorized as non-immersive, semi-immersive, and immersive. Non-immersive systems use monitors or television screens, semi-immersive systems use panoramic screens to enhance the immersive experience, and immersive systems use head-mounted displays or multi-projected environments that generate a strong sense of immersion. It has been posited that the cost and expertise required to operate immersive systems may hinder their widespread use in clinical settings. In addition, the immersive sensation could produce symptoms such as visual fatigue and dizziness (cybersickness). On the other hand, non-immersive systems using commercially available home consoles are now considered an attractive and more accessible alternative to more sophisticated immersive systems.
Unlike traditional video games that use a standard command or joystick, active video games (AVGs) (also called exergames) use motion monitoring systems such as accelerometers, gyroscopes, haptic technology, and video capture. AVGs have been defined as a "combination of video game technologies and exercise routines to motivate physical activity among individuals or groups," recognizing that exercise in older people requires a greater understanding of the complexity of interaction with computer systems.
Conventional physical rehabilitation (CPR) consists of traditional physical exercises that improve functional capacity. Over the past few years, it has been suggested that incorporating AVGs into CPR can optimize clinical and psychosocial outcomes in the elderly. AVGs have been reported to promote improvements in functional mobility, coordination, muscle strength, and cognitive function in older people. In addition, AVGs improve walking ability and postural balance, as well as social well-being (perception of loneliness, social connectedness, and positive attitudes). However, this research has focused on healthy elderly and patients with neurocognitive pathologies. On the other hand, little information is available on older people with musculoskeletal conditions such as OA. In this regard, a systematic review conducted in patients with knee and/or hip OA indicates that the evidence is insufficient and inconclusive regarding the effectiveness of AVGs. Moreover, one study concludes that AVGs are a feasible and acceptable intervention for patients with knee OA. Interestingly, both studies raise the benefits and potential of AVGs in this population, urging further clinical trials.
Research question: In older adults with knee and/or hip OA. Is AVG-guided physical exercise adjunct to CPR more effective than CPR alone in improving clinical and psychosocial outcomes?
Working hypothesis: In older adults with knee and/or hip OA, AVG-guided physical exercise adjunct to CPR is more effective than CPR alone in improving clinical and psychosocial outcomes.
General objective: To determine the effects of an AVG-guided physical exercise program adjunct to CPR on clinical and psychosocial outcomes in older adults with knee and/or hip OA attended at a community-based family health center.
Specific objectives:
1. To characterize the study sample from sociodemographic, anthropometric, clinical, and psychosocial perspectives.
2. To compare the results of the primary outcome (functional mobility) and secondary outcomes between the study groups (experimental and control) in the different instances of outcome measurement.
3. To evaluate the clinical significance of the interventions and the clinical relevance of the interventions as perceived by the participants.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
TREATMENT
DOUBLE
Study Groups
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Experimental group
Conventional physical rehabilitation plus Active video games (CPR+AVG)
Conventional physical rehabilitation plus Active video games (CPR+AVG)
In each session a routine of conventional physical rehabilitation and active video games is performed. The duration is 10 weeks / 3 sessions per week (30 sessions).
CPR+AVG: Consists of conventional exercises (aerobic, muscle strengthening, postural balance and flexibility) added to a set of interactive video games available for the Nintendo Switch console.
Control group
Conventional physical rehabilitation alone (CPR)
Conventional physical rehabilitation alone (CPR)
In each session a routine of conventional exercises is performed. The duration is 10 weeks / 3 sessions per week (30 sessions).
CPR: Conventional exercises (aerobic, muscle strengthening, postural balance and flexibility).
Interventions
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Conventional physical rehabilitation plus Active video games (CPR+AVG)
In each session a routine of conventional physical rehabilitation and active video games is performed. The duration is 10 weeks / 3 sessions per week (30 sessions).
CPR+AVG: Consists of conventional exercises (aerobic, muscle strengthening, postural balance and flexibility) added to a set of interactive video games available for the Nintendo Switch console.
Conventional physical rehabilitation alone (CPR)
In each session a routine of conventional exercises is performed. The duration is 10 weeks / 3 sessions per week (30 sessions).
CPR: Conventional exercises (aerobic, muscle strengthening, postural balance and flexibility).
Eligibility Criteria
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Inclusion Criteria
* Diagnosis of mild or moderate OA of the knee and/or hip.
* Independent walking capacity of at least 15 meters.
Exclusion Criteria
* Undergoing treatment with opioids or other medications with a potential influence on the outcomes of interest.
* \<13 points in the abbreviated version of the Mini-Mental State Examination (MMSE-EFAM).
* OA associated with infectious, autoimmune, fractures or surgery.
* Participate or have participated in another physical-cognitive rehabilitation program during the last 3 months.
60 Years
84 Years
ALL
No
Sponsors
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National Fund for Research and Development in Health, Chile
OTHER
Cristian Alvarez
OTHER
Responsible Party
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Cristian Alvarez
Associate Proffesor
Principal Investigators
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Cristhian Mendoza S., PhD
Role: STUDY_CHAIR
Universidad San Sebastian
Claudio Carvajal P., PhD
Role: STUDY_DIRECTOR
Universidad San Sebastian
Jorge Fuentes C., PhD
Role: STUDY_DIRECTOR
Universidad Católica del Maule
Camila Riquelme B.
Role: STUDY_DIRECTOR
Universidad Andrés Bello
Locations
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Centro de Salud Familiar (CESFAM) Lorenzo Arenas
Concepción, , Chile
Countries
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References
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Provided Documents
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Document Type: Study Protocol and Statistical Analysis Plan
Other Identifiers
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UNAB-FCR-KINE2023B
Identifier Type: -
Identifier Source: org_study_id
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