Digital Gaming Intervention for Older People in Long-term Care
NCT ID: NCT06018974
Last Updated: 2024-06-18
Study Results
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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COMPLETED
NA
49 participants
INTERVENTIONAL
2023-09-13
2024-03-11
Brief Summary
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The aim of this study is to evaluate effectiveness of digital gaming intervention with Yetitablet to physical, psychological and social functioning and activity of older people in long-term care environment.
This study investigates the effectiveness of the Yetitablet in improving the functioning of older people. Yetitablet is an assistive technology device developed for special groups. Yetitablet is a large interactive touchscreen tablet with 55" screen and with Android operating system and it includes numerous applications. Yetitablet has mobile stand on wheels, which allows the screen to be raised and lowered, as well as tilted as needed, all the way to a desk position. Applications can be downloaded to the device from the Google Play Store, and it also has its own game applications, such as darts, table hockey and memory game. These games can be played individually or in group. There is no previous scientific research on the effectiveness of the Yetitablet on the functioning and activity of older people in long-term care settings.
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Detailed Description
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After being informed about the study all suitable residents willing to participate in this study will undergo baseline functional testing on week 0. Same functional measurements will be conducted after three month intervention period. Baseline physical activity will be measured by activity tracker during one week before intervention and during the intervention (3 months). In addition, approximately 10-15 LTC facility personnel will be recruited for semi-structured group interviews to understand more of the effects of Yetitablet to psychological and social functioning as well as social activity of LTC residents. The interviews will also clarify the staff's experiences of using the Yetitablet and its suitability for the everyday life of the facility.
Conditions
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Study Design
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NON_RANDOMIZED
PARALLEL
TREATMENT
NONE
Study Groups
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Yetitablet group
Older adults in the experimental group will participate in a 12-week, 3 times per week, 30-60 minutes per session (recommendation) gaming session with Yetitablet in their home facility. Games will be played in group of 3-5 people with participants taking turns. Gaming sessions are supervised by research assistant or facility personnel.
Yetitablet gaming
Playing digital games like bowling, memory games, coordination games ect. with the Yetitablet.
Control group
Participants in control group will continue their normal daily activities in their home facility. No intervention is provided to control group (passive control group).
No interventions assigned to this group
Interventions
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Yetitablet gaming
Playing digital games like bowling, memory games, coordination games ect. with the Yetitablet.
Eligibility Criteria
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Inclusion Criteria
* has sufficient cognitive ability to understand the purpose of the study
* is able to walk (with or without walking aid) the distance required by physical functioning tests (10m)
* no illness restricting light exercise
* no serious, acute illness
* sufficient cognitive skills to understand game instructions
* sufficient functionality of the upper limbs to use the touch screen
Exclusion Criteria
* severe memory disorder or other acute illness
* unable to understand game instructions, or able to concentrate on playing games for the required time
* too weak vision to play games
* unable to use upper limbs to play
* simultaneously receiving some other treatment that differs from usual treatment
60 Years
ALL
No
Sponsors
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University of Oulu
OTHER
Responsible Party
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Principal Investigators
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Satu Elo, PhD
Role: STUDY_DIRECTOR
Oulu University of Applied Sciences
Locations
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University of Oulu
Oulu, , Finland
Countries
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References
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Jantunen H, Wasenius N, Salonen MK, Perala MM, Osmond C, Kautiainen H, Simonen M, Pohjolainen P, Kajantie E, Rantanen T, von Bonsdorff MB, Eriksson JG. Objectively measured physical activity and physical performance in old age. Age Ageing. 2017 Mar 1;46(2):232-237. doi: 10.1093/ageing/afw194.
de Oliveira LDSSCB, Souza EC, Rodrigues RAS, Fett CA, Piva AB. The effects of physical activity on anxiety, depression, and quality of life in elderly people living in the community. Trends Psychiatry Psychother. 2019 Jan-Mar;41(1):36-42. doi: 10.1590/2237-6089-2017-0129. Epub 2019 Feb 4.
van Santen J, Droes RM, Holstege M, Henkemans OB, van Rijn A, de Vries R, van Straten A, Meiland F. Effects of Exergaming in People with Dementia: Results of a Systematic Literature Review. J Alzheimers Dis. 2018;63(2):741-760. doi: 10.3233/JAD-170667.
Other Identifiers
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49/2021
Identifier Type: -
Identifier Source: org_study_id
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