NCT04166422

Brief Summary

Cardiovascular diseases (CVD) are the leading cause of morbidity and mortality in developed countries. The consequent healthcare costs in Europe alone are estimated at 196,000 million euros annually, approximately 54% of the total investment in health, resulting in productivity losses of 24% \[1-3\]. In recent years, the impact of CVD in non-Western countries has been growing \[4,5\]; therefore, prevention is presented as a primordial tool to improve quality of life and patient survival \[6,7\]. Cardiac rehabilitation (CR) is defined as a multidisciplinary program of clinical application of preventive measures for risk reduction and global and long-term care of the cardiac patient. In secondary prevention, it is shown to reduce the morbimortality by almost 50% in patients with heart disease. However, the participation of patients in cardiac rehabilitation remains low, especially among the following groups: the elderly, women and patients with a low socioeconomic profile. According to the latest Euroaspire V data, participation in CR programs in Spain is around 50%. The Reureca registry reports that only 10% of patients with a CR indication attend the programs. Therefore, new technologies within the health field, specifically within cardiac rehabilitation programs through the use of virtual reality (VR) and video games, are shown as promising aids with the aim of increasing adherence, satisfaction with programs and participation rates, offering the ability to perform physical exercise \[8-11\]. Virtual reality is a simulation of a real or imaginary environment created by a computer system, which allows the user to feel immersed and to interact with objects in that environment \[12-14\]. Thus, the basic elements that constitute a VR system are simulation, interaction and immersion \[15\]. Moreover, the creation of more adaptable and accessible videogame platforms has meant that the phenomenon of technological expansion can be understood not only as a form of leisure but also as an important means of learning and skills training, especially in people with motor, cognitive and sensory (neurological and non-neurological) deficits \[16\]. In contrast to traditional CR procedures, which can be repetitive, causing a loss of interest on the part of patients, video games and VR systems offer the opportunity to participate in enjoyable tasks with a therapeutic purpose through physical interaction with the game. The design of exercise-based videogames (exergames) provides the possibility of practicing physical skills in an entertaining way and of adjusting the game according to the abilities of the subject and the level of intensity. In addition, it is known that the level of enjoyment of an activity has been identified as one of the predictive factors of the effectiveness of an exercise program, and for this reason, interactive technology based on exercise is becoming the all-time most popular strategy for the implementation of physical activity \[17-23\]. It is important to emphasize that VR allows the creation of environments suitable for activities related to CR. The users of these systems can develop simulated tasks and activities in a safe way, since the clinicians have the capacity to control the duration and intensity of the exercise and, in this way, to control and supervise the delivery of stimuli in the virtual environment \[24\]. Furthermore, knowledge of results regarding the performance of the task in real time, gained through extrinsic feedback, as well as the playful nature of the activities proposed through VR and videogame devices, generates a competitiveness and challenge component that further increases the degree of patient motivation. In this regard, Klasen et al. \[25\] point out that this increase in motivation is related to the influence of videogames on activation of the mesolimbic dopaminergic pathways and their repercussions on the reward system of the brain. All this promotes active participation on the part of the patient and thus increases adherence to the rehabilitation treatment. The aim of the present work is to carry out a RCT to provide information on the application of VR and videogame systems within CR programs in patients with cardiac diseases.

Trial Health

43
At Risk

Trial Health Score

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

Trial has exceeded expected completion date
Enrollment
30

participants targeted

Target at below P25 for not_applicable

Timeline
Completed

Started Nov 2019

Typical duration for not_applicable

Geographic Reach
1 country

1 active site

Status
unknown

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

First Submitted

Initial submission to the registry

November 11, 2019

Completed
1 day until next milestone

Study Start

First participant enrolled

November 12, 2019

Completed
6 days until next milestone

First Posted

Study publicly available on registry

November 18, 2019

Completed
12 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

November 11, 2020

Completed
1 year until next milestone

Study Completion

Last participant's last visit for all outcomes

November 11, 2021

Completed
Last Updated

November 18, 2019

Status Verified

November 1, 2019

Enrollment Period

1 year

First QC Date

November 11, 2019

Last Update Submit

November 14, 2019

Conditions

Outcome Measures

Primary Outcomes (1)

  • METS in ergometry and ejection fraction

    Ergometry is a science that measures work. A device that can be used to measure work is called an ergometer

    8 weeks

Secondary Outcomes (3)

  • 6 minute walking test

    8 weeks

  • Functional Independence Measure (MIF)

    8 weeks

  • Short Form Quality of Life (SF36)

    8 weeks

Other Outcomes (2)

  • Adherence to the therapy sessions

    8 weeks

  • Satisfaction questionaire

    8 weeks

Study Arms (2)

Conventional group

ACTIVE COMPARATOR

Conventional rehabilitation treatment

Other: Cardiac rehabilitation program

Experimental group

EXPERIMENTAL

Virtual reality plus conventional rehabilitation treatment

Other: Experimental intervention

Interventions

Aerobic treatment plus strength exercises

Conventional group

Aerobic treatment plus strengh exercises plus virtual reality

Experimental group

Eligibility Criteria

Age18 Years+
Sexall
Healthy VolunteersNo
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • either male or female;
  • agegreater than 18 years;
  • a diagnosis of CVD confirmed by a Cardiologist;
  • information available on risk stratification, Killip level and functional class (NYHA), level according to the Canadian Cardiovascular Society Scale or the Goldman Physical Activity Scale;
  • information available on METS in ergometry and ejection fraction and compliance with the indications described in relation to CR.

You may not qualify if:

  • pregnancy or planned pregnancy,
  • high cardiovascular risk,
  • the presence of a pacemaker,
  • conditions that make it difficult or impossible to use VR, such as the presence of visual or auditory deficiencies, learning problems, cognitive deterioration, psychiatric pathology or the use of support products for walking or standing,
  • the presence of other serious neurological, musculoskeletal or lung diseases,
  • uncompensated metabolic disorders,
  • previous cardiorespiratory arrest
  • a history of photosensitive epilepsy due to the use of video games.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Roberto Cano de la Cuerda

Alcorcón, Madrid, 28922, Spain

Location

MeSH Terms

Conditions

Patient ComplianceCardiovascular DiseasesTreatment Adherence and CompliancePersonal Satisfaction

Condition Hierarchy (Ancestors)

Patient Acceptance of Health CareHealth BehaviorBehavior

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
DOUBLE
Who Masked
INVESTIGATOR, OUTCOMES ASSESSOR
Purpose
TREATMENT
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Full Professor

Study Record Dates

First Submitted

November 11, 2019

First Posted

November 18, 2019

Study Start

November 12, 2019

Primary Completion

November 11, 2020

Study Completion

November 11, 2021

Last Updated

November 18, 2019

Record last verified: 2019-11

Data Sharing

IPD Sharing
Will not share

Locations