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
18 participants
INTERVENTIONAL
2023-04-14
2023-08-14
Brief Summary
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Pulmonary rehabilitation is a multidisciplinary program that balances or reverses the physiopsychopathology of pulmonary disorders and tries to help the patient reach high functional capacity as much as his physical condition and pulmonary disability allow. Chest physiotherapy, which is an important step of pulmonary rehabilitation, is a rehabilitation intervention used to reduce airway resistance, improve gas exchange and facilitate breathing in children. Active video game systems produced with the development of new technologies are used for the positive progression of rehabilitation, especially in young individuals who are extensive users of digital devices. For children who need a pulmonary rehabilitation program, active video game systems are preferred in the clinic as they increase the compatibility of the sessions and ensure continuity.
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
TREATMENT
SINGLE
Study Groups
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Study Group (SGr)
In addition to institutional conventional rehabilitation, this group included breathing exercises to increase lung volumes and a 21-minute breathing exercise with video-based biofeedback.
Experimental: Study Group (SGr)
For 6 weeks, in addition to institutional conventional exercise 2 days a week, one day a week of home exercise, breathing exercises to increase lung volumes and 7 sets of video-based breathing exercises were applied, each set consisting of 2 minutes of performance and 1 minute of rest.
Control Group (CGr)
This group was given only institutional conventional rehabilitation.
Sham Comparator: Control Group (CGr)
Only institutional conventional rehabilitation was implemented.
Interventions
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Experimental: Study Group (SGr)
For 6 weeks, in addition to institutional conventional exercise 2 days a week, one day a week of home exercise, breathing exercises to increase lung volumes and 7 sets of video-based breathing exercises were applied, each set consisting of 2 minutes of performance and 1 minute of rest.
Sham Comparator: Control Group (CGr)
Only institutional conventional rehabilitation was implemented.
Eligibility Criteria
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Inclusion Criteria
* Stable clinical status at inclusion without infection or exacerbation in the previous 4 weeks
* Children who have not been included in another clinical trial within the last month
* Participants with a Body Mass Index (BMI) below 30 kilograms/square meter
Exclusion Criteria
* History of exertional syncope or any comorbidity that prevents exercise training
* Inability to communicate with the child and the child not obeying commands in any way
* Children with vision problems
7 Years
18 Years
ALL
No
Sponsors
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Istanbul Gedik University
OTHER
Saglik Bilimleri Universitesi
OTHER
Responsible Party
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Locations
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Istanbul Gedik University Barrier-Free Life Center
Istanbul, , Turkey (Türkiye)
Countries
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References
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Simmich J, Deacon AJ, Russell TG. Active Video Games for Rehabilitation in Respiratory Conditions: Systematic Review and Meta-Analysis. JMIR Serious Games. 2019 Feb 25;7(1):e10116. doi: 10.2196/10116.
Ucgun H, Gurses HN, Kaya M, Cakir E. Video game-based exercise in children and adolescents with non-cystic fibrosis bronchiectasis: A randomized comparative study of aerobic and breathing exercises. Pediatr Pulmonol. 2022 Sep;57(9):2207-2217. doi: 10.1002/ppul.26026. Epub 2022 Jun 21.
Other Identifiers
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VideoBasedRehab
Identifier Type: -
Identifier Source: org_study_id
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