NCT02851017

Brief Summary

Balance training is an important component of physical fitness, however due to the mundane and often repetitive nature of balance training alone this is often forgotten about and as a result people may be more susceptible to postural control instabilities. A potential solution to the mundane aspect of balance training is the use of exergaming (interactive exercise and gaming combined) through the use of commercial gaming systems such as the Nintendo Wii, Dance Dance Revolution (DDR) and more recently the XBOX Kinect. The aim of the investigation was to assess the XBOX Kinect versus traditional balance training on postural control, flow and technology acceptance.

Trial Health

100
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
44

participants targeted

Target at P25-P50 for not_applicable

Timeline
Completed

Started Feb 2011

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

Study Start

First participant enrolled

February 1, 2011

Completed
10 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

December 1, 2011

Completed
2 months until next milestone

Study Completion

Last participant's last visit for all outcomes

February 1, 2012

Completed
4.5 years until next milestone

First Submitted

Initial submission to the registry

July 27, 2016

Completed
5 days until next milestone

First Posted

Study publicly available on registry

August 1, 2016

Completed
Last Updated

August 4, 2016

Status Verified

July 1, 2016

Enrollment Period

10 months

First QC Date

July 27, 2016

Last Update Submit

August 3, 2016

Conditions

Outcome Measures

Primary Outcomes (3)

  • Postural control

    Postural sway was measured using a portable Kistler™ force platform (Model 9286AA, W 40 x L 60 x H 3.5cm). Participants were instructed to stand as still as possible with their arms by their side and eyes open, on their dominant leg (preferred kicking) for five periods of 30 seconds. Between trials, participants stepped off the force plate to allow calibration of the equipment which gave a 30 seconds rest.

    Change from baseline (week 1) to post intervention (week 4)

  • Flow State Scale

    The questionnaire consist of a 36-item questionnaire with nine subscales and response options on a Likert scale from 1 (strongly disagree) to 5 (strongly agree). Dimensions of flow include challenge-skill balance (CB; skills match the task and will be successful); clear goals (CG; experience of having a pre-set goal which on is aiming to achieve); unambiguous feedback (UF; feedback on performance); concentration of task (CT; focused on task); paradox of control (PC; performs task with ease); action-awareness-merging (AM; automatic response to task); transformation of time (TT; time speeds up or slows down during activity); loss of self-consciousness (LS; immersed in task) and autotelic experience (AE; activity intrinsically rewarding).

    Change from baseline (week 1) to post intervention (week 4)

  • Unified Theory of Acceptance and Use of Technology (UTAUT)

    Technology acceptance was measured using UTAUT which comprised a 7-point Likert scale, with response options on a Likert scale from 1 (strongly disagree) to 7 (strongly agree). The questionnaire has six main domains, performance expectancy (PE; system will help performance), Effort Expectancy (EE; ease of using system), Social Influence (SI; degree in which others believe they should use system), Facilitating Conditions (FC; support in using the system), Self-efficacy (SE; confidence in using the system) and Behavioural Intention (BI; intention to use the system again).

    Change from baseline (week 1) to post intervention (week 4)

Secondary Outcomes (2)

  • Heart Rate

    Change from baseline (week 1) to post intervention (week 4)

  • BORG subjective exertion scale

    Change from baseline (week 1) to post intervention (week 4)

Study Arms (2)

Exergaming group (XBOX Kinect

EXPERIMENTAL

Kinect™ exercise group performed sessions on three non-consecutive days per week for 4 weeks (12 sessions in total).

Other: Exercise

Traditional gym based exercise group

EXPERIMENTAL

Traditional gym based (TGB) exercise group performed sessions on three non-consecutive days per week for 4 weeks (12 sessions in total). Those in the TGB group performed exercises that were matched for sequence, intensity, duration and mode of exercise by adopting open and closed kinetic chain movements, in the same range and loading as required in the Kinect™ group.

Other: Exercise

Interventions

This study is designed to examine and comparing there intervention program on postural control, flow and technology acceptance in young healthy adults.

Exergaming group (XBOX KinectTraditional gym based exercise group

Eligibility Criteria

Age18 Years - 50 Years
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64)

You may qualify if:

  • Male or female,
  • Aged 18-50 years,
  • Physically active (three or more moderate-vigorous physical activity sessions per week), free from injury (no musculoskeletal injuries or neurological conditions)
  • Able to take part in four weeks of exercise.

You may not qualify if:

  • Unable to give informed consent and/or to comprehend and write English,
  • Current (or history of) any medical condition or injury which would contraindicate participation,
  • Allergy to alcohol wipes and/or adhesive tape
  • Previous experience of using the XBOX Kinect™.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Related Publications (12)

  • Esculier JF, Vaudrin J, Beriault P, Gagnon K, Tremblay LE. Home-based balance training programme using Wii Fit with balance board for Parkinsons's disease: a pilot study. J Rehabil Med. 2012 Feb;44(2):144-50. doi: 10.2340/16501977-0922.

    PMID: 22266676BACKGROUND
  • dos Santos Mendes FA, Pompeu JE, Modenesi Lobo A, Guedes da Silva K, Oliveira Tde P, Peterson Zomignani A, Pimentel Piemonte ME. Motor learning, retention and transfer after virtual-reality-based training in Parkinson's disease--effect of motor and cognitive demands of games: a longitudinal, controlled clinical study. Physiotherapy. 2012 Sep;98(3):217-23. doi: 10.1016/j.physio.2012.06.001. Epub 2012 Jul 9.

    PMID: 22898578BACKGROUND
  • Saposnik G, Teasell R, Mamdani M, Hall J, McIlroy W, Cheung D, Thorpe KE, Cohen LG, Bayley M; Stroke Outcome Research Canada (SORCan) Working Group. Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle. Stroke. 2010 Jul;41(7):1477-84. doi: 10.1161/STROKEAHA.110.584979. Epub 2010 May 27.

    PMID: 20508185BACKGROUND
  • Bryanton C, Bosse J, Brien M, McLean J, McCormick A, Sveistrup H. Feasibility, motivation, and selective motor control: virtual reality compared to conventional home exercise in children with cerebral palsy. Cyberpsychol Behav. 2006 Apr;9(2):123-8. doi: 10.1089/cpb.2006.9.123.

    PMID: 16640463BACKGROUND
  • Weiss PL, Bialik P, Kizony R. Virtual reality provides leisure time opportunities for young adults with physical and intellectual disabilities. Cyberpsychol Behav. 2003 Jun;6(3):335-42. doi: 10.1089/109493103322011650.

    PMID: 12855092BACKGROUND
  • Pompeu JE, Mendes FA, Silva KG, Lobo AM, Oliveira Tde P, Zomignani AP, Piemonte ME. Effect of Nintendo Wii-based motor and cognitive training on activities of daily living in patients with Parkinson's disease: a randomised clinical trial. Physiotherapy. 2012 Sep;98(3):196-204. doi: 10.1016/j.physio.2012.06.004. Epub 2012 Jul 25.

    PMID: 22898575BACKGROUND
  • Robinson J, Dixon J, Macsween A, van Schaik P, Martin D. The effects of exergaming on balance, gait, technology acceptance and flow experience in people with multiple sclerosis: a randomized controlled trial. BMC Sports Sci Med Rehabil. 2015 Apr 17;7:8. doi: 10.1186/s13102-015-0001-1. eCollection 2015.

    PMID: 25969739BACKGROUND
  • Van Schaik P, Blake J, Pernet F, Spears I, Fencott C. Virtual augmented exercise gaming for older adults. Cyberpsychol Behav. 2008 Feb;11(1):103-6. doi: 10.1089/cpb.2007.9925.

    PMID: 18275322BACKGROUND
  • Venkatesh V, Morris M, Davis G, Davis F. User acceptance of information technology: toward a unified view. Management Information Systems Quarterly. 27:425-78, 2003.

    BACKGROUND
  • Jackson SA, Marsh H. Development and validation of a scale to measure optimal experience: The Flow State Scale. J Sport and Exercise Psychology. 18:17-35, 1996.

    BACKGROUND
  • Borg GA. Psychophysical bases of perceived exertion. Med Sci Sports Exerc. 1982;14(5):377-81.

    PMID: 7154893BACKGROUND
  • Barry G, van Schaik P, MacSween A, Dixon J, Martin D. Exergaming (XBOX Kinect) versus traditional gym-based exercise for postural control, flow and technology acceptance in healthy adults: a randomised controlled trial. BMC Sports Sci Med Rehabil. 2016 Aug 23;8(1):25. doi: 10.1186/s13102-016-0050-0. eCollection 2016.

MeSH Terms

Interventions

Exercise

Intervention Hierarchy (Ancestors)

Motor ActivityMovementMusculoskeletal Physiological PhenomenaMusculoskeletal and Neural Physiological Phenomena

Study Officials

  • Gill Barry, PhD

    Northumbria University

    PRINCIPAL INVESTIGATOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
NONE
Purpose
BASIC SCIENCE
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

July 27, 2016

First Posted

August 1, 2016

Study Start

February 1, 2011

Primary Completion

December 1, 2011

Study Completion

February 1, 2012

Last Updated

August 4, 2016

Record last verified: 2016-07