Effectiveness of Video-Based Upper Extremity Exercise Program in Parkinson's Disease

NCT ID: NCT06807411

Last Updated: 2025-11-17

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

30 participants

Study Classification

INTERVENTIONAL

Study Start Date

2025-02-03

Study Completion Date

2025-07-12

Brief Summary

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Over the past decade, virtual reality (VR) has been widely recognized as a therapeutic tool that enables neurological patients to interact with simulated environments through multiple sensory channels. Various sensors can be used in VR systems, with Nintendo Wii and Microsoft Kinect being the most popular. Video game-based training, grounded in VR technology, has emerged as a valid, cost-effective, and easily integrated adjunct to conventional therapy in neurorehabilitation. Compared to traditional exercise methods, video game training offers advantages by allowing users to perform physical activities in a safe and controlled environment. However, some studies have reported limited effects, emphasizing the need for more high-quality research to establish the effectiveness of interactive video games in neurological rehabilitation.

This study aims to investigate the effects of a video-based game exercise program targeting the upper extremity in individuals with Parkinson's disease on joint range of motion, proprioception, functionality, postural instability due to kyphotic posture, and quality of life.

Detailed Description

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Over the past decade, virtual reality (VR) has been widely recognized as a therapeutic tool that enables neurological patients to interact with simulated environments through multiple sensory channels. Various sensors, such as Nintendo Wii and Microsoft Kinect, are commonly used in VR systems. Video game-based training has emerged as a valid, cost-effective, and easily integrated adjunct to conventional therapy in neurorehabilitation, offering a safe and controlled environment for physical activity. However, some studies have reported limited effects, highlighting the need for further high-quality research to establish its effectiveness in neurological rehabilitation.

This study aims to evaluate the effects of a video-based game exercise program targeting the upper extremity in individuals with Parkinson's disease on joint range of motion (ROM), proprioception, functionality, postural instability due to kyphotic posture, and quality of life. Participants will be randomly assigned to either a conventional exercise group or a video-based game exercise group. All participants will receive conventional therapy for 8 weeks, 3 days per week, with 30-minute sessions (24 sessions in total). The video-based game exercise group will undergo the same conventional therapy, with an additional video game-based exercise program using the Becure Extremity ROM device under physiotherapist supervision. The program will include KinectPong, KinectBalloon, ArmRotate, and Uball games. Balance, joint position sense, ROM, functionality, and quality of life parameters will be assessed before and after treatment.

Conditions

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Parkinson Disease Exercise Exergame Therapy

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

TREATMENT

Blinding Strategy

SINGLE

Participants

Study Groups

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Conventional exercise group

Participants in the conventional exercise group will undergo 24 sessions over 8 weeks (3 days per week, 30-minute sessions).

The program will include:

Stretching, strengthening, balance, gait, and posture exercises for the trunk and extremities.

Kyphosis prevention exercises, including pectoral stretching, back extensor strengthening, and trunk mobilization.

Resistance training using sandbags, dumbbells, and elastic bands. Tandem walking, weight-shifting on a balance board, and Frenkel coordination exercises.

Each exercise will be performed for 15 repetitions, while stretching exercises will follow a 20-second stretch and 20-second rest protocol. Progression will be customized based on the participant's condition.

Group Type ACTIVE_COMPARATOR

Conventional exercise

Intervention Type OTHER

Participants in the conventional exercise group will receive a total of 24 sessions of conventional therapy over 8 weeks (3 days per week, 30-minute sessions).

Video game based exercise group

Participants will be randomly assigned to either a conventional exercise group or a video-based game exercise group. All participants will receive conventional therapy for 8 weeks, 3 days per week, with 30-minute sessions (24 sessions in total). The video-based game exercise group will undergo the same conventional therapy, with an additional video game-based exercise program using the Becure Extremity ROM device under physiotherapist supervision. The program will include KinectPong, KinectBalloon, ArmRotate, and Uball games. Balance, joint position sense, ROM, functionality, and quality of life parameters will be assessed before and after treatment.

Group Type EXPERIMENTAL

Video game based exercise

Intervention Type OTHER

The video-based game exercise group will undergo the same conventional therapy, with an additional video game-based exercise program using the Becure Extremity ROM device under physiotherapist supervision. The program will include KinectPong, KinectBalloon, ArmRotate, and Uball games. Balance, joint position sense, ROM, functionality, and quality of life parameters will be assessed before and after treatment.

Interventions

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Conventional exercise

Participants in the conventional exercise group will receive a total of 24 sessions of conventional therapy over 8 weeks (3 days per week, 30-minute sessions).

Intervention Type OTHER

Video game based exercise

The video-based game exercise group will undergo the same conventional therapy, with an additional video game-based exercise program using the Becure Extremity ROM device under physiotherapist supervision. The program will include KinectPong, KinectBalloon, ArmRotate, and Uball games. Balance, joint position sense, ROM, functionality, and quality of life parameters will be assessed before and after treatment.

Intervention Type OTHER

Eligibility Criteria

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Inclusion Criteria

* Individuals aged 50-80 with idiopathic Parkinson's disease
* Hoehn and Yahr Scale Stage I to III
* Presence of kyphotic posture

Exclusion Criteria

* Presence of any other neurological condition
* Any pathology affecting the movement system in addition to Parkinson's disease
* Visual abnormalities
* Cardiovascular conditions that may interfere with treatment
* Dyskinesia
* History of surgery for Parkinson's disease
* Inability to cooperate at a level required to play the games
Minimum Eligible Age

50 Years

Maximum Eligible Age

80 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Istanbul Medipol University Hospital

OTHER

Sponsor Role lead

Responsible Party

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burak menek

Principal Investigator

Responsibility Role PRINCIPAL_INVESTIGATOR

Principal Investigators

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Burak Menek, PhD

Role: PRINCIPAL_INVESTIGATOR

Medipol University

Locations

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Istanbul Medipol University

Istanbul, Beykoz, Turkey (Türkiye)

Site Status

Countries

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Turkey (Türkiye)

Other Identifiers

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E-10840098-202.3.02-2282

Identifier Type: -

Identifier Source: org_study_id

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