Resistive Action Video Games Enhance Functional Fitness of Disabled Workers in Sheltered Workshops
NCT ID: NCT06504355
Last Updated: 2024-07-16
Study Results
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Basic Information
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COMPLETED
NA
32 participants
INTERVENTIONAL
2021-08-01
2023-12-31
Brief Summary
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Methods: Thirty-two DWSWs participated in this study and were allocated as either experimental group (EG) or control group (CG). DWSWs in EG underwent three 60-minute sessions each week for 12 weeks; those in CG maintained daily routine. The outcomes included all components FF and were measures at pre-, mid- and post-training.
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Detailed Description
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Material and methods: Thirty-two DWSWs participated in this study and were allocated as either experimental group (EG) or control group (CG). DWSWs in EG underwent three 60-minute training sessions each week for 12 weeks. One of the session is group training and two of the sessions are individual session. In group session, the participants do aerobic exercise following a video which was launch by the health management ministry of city government. In the individual session, the participants play play two video games alternatively. The video games used are Fitness Boxing 2 and Adventure Ring-Fit. In addition to the training program, the participants in the EG maintain work and leisure routine in addition to the added training. The participants in the CG maintained daily work and leisure routine.The outcome measures included body mass index, body weight, body fat percentage, skeletal muscle rate, muscle strength, cardiopulmonary endurance, flexibility, balance and agility. All participants must be evaluated of the outcome measures at pre-, mid- and post-training time point.
Conditions
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Study Design
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NON_RANDOMIZED
PARALLEL
SUPPORTIVE_CARE
SINGLE
Study Groups
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Experimental group
Participants in the experimental group participated in three 60-minute training sessions each week for 12 weeks. One of the session was group training. The other two session were individual training. In the group training session, the participants participate in the video aerobic exercise; in the individual sessions, the participants play action and resistive action video games: Fitness Boxing 2 and Adventure Ring-Fit. All participants in the experimental group wore a hear rate monitoring watch so that the researchers make sure that medium level of physical activities was achieved in each session. The participants underwent pre-, mid- and post-training measures of the outcome parameters which includes body weight, body mass index, basal metabolic rate, skeletal muscle rate, body fat percentage, flexibility, balance and agility.
Training program incorporating video aerobic exercise, action video game and resistive action video game
Participants in the experimental group participated in three 60-minute training sessions each week for 12 weeks. One of the session was group training. The other two session were individual training. In the group training session, the participants participate in the video aerobic exercise; in the individual sessions, the participants play action and resistive action video games: Fitness Boxing 2 and Adventure Ring-Fit. All participants in the experimental group wore a hear rate monitoring watch so that the researchers make sure that medium level of physical activities was achieved in each session.
Control group
The participants in the control group underwent no any special training but maintain daily work and leisure routines. They underwent pre-, mid- and post-experimental measures of the outcome parameters which was the same as those measured in the experimental group.
No interventions assigned to this group
Interventions
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Training program incorporating video aerobic exercise, action video game and resistive action video game
Participants in the experimental group participated in three 60-minute training sessions each week for 12 weeks. One of the session was group training. The other two session were individual training. In the group training session, the participants participate in the video aerobic exercise; in the individual sessions, the participants play action and resistive action video games: Fitness Boxing 2 and Adventure Ring-Fit. All participants in the experimental group wore a hear rate monitoring watch so that the researchers make sure that medium level of physical activities was achieved in each session.
Eligibility Criteria
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Inclusion Criteria
Exclusion Criteria
20 Years
ALL
No
Sponsors
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National Taiwan Normal University
OTHER
Responsible Party
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Jen-Suh Chern
Associate Professor
Principal Investigators
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Jen-Suh Chern, PhD
Role: PRINCIPAL_INVESTIGATOR
National Taiwan Normal University
Locations
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National Taiwan Normal University
Taipei, , Taiwan
Countries
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Other Identifiers
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NSTC 110-2410-H-003 -109 -MY2
Identifier Type: -
Identifier Source: org_study_id
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