Active Video Game on Metabolic, Cardiovascular, and Psychological Metrics in Older Adults
Metabolic, Cardiovascular and Psychological Responses to Active Video Game in Older Adults
1 other identifier
interventional
32
1 country
1
Brief Summary
The Xbox Kinect seems to be a good alternative for the older adults to perform physical activities at times that are typically associated with sedentary behaviors. The Xbox Kinect active video game has been used in various parts of the world as entertainment. The study of metabolic, cardiovascular and psychological responses during these activities may bring relevant information regarding the intensity of the exercises and, consequently, about the possibility of using these games to maintain and / or improve the cardiorespiratory fitness of the older adults. In addition, the present study may clarify the responses of activities on Xbox Kinect in elderly people with anxiety and depression symptoms. Will be selected 100 older adults. All volunteers will initially perform assessments of resting metabolic rate, cardiorespiratory fitness, functional tests, as well as subjective assessments of physical activity level, anxiety and mood. Subsequently, they will perform activities with body movements on the Xbox Kinect, which will be compared with sedentary behavior activity (TV / Movie). All activities will be monitored by means of a gas analyzer, which will record information about the behavior of energy expenditure, resting heart rate and activity. In addition, assessments of perception of effort and fun during activities will be made through subjective scales. The effects of Xbox Kinect activity on anxiety symptoms and mood will also be assessed.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Jul 2020
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
March 18, 2020
CompletedFirst Posted
Study publicly available on registry
April 20, 2020
CompletedStudy Start
First participant enrolled
July 20, 2020
CompletedPrimary Completion
Last participant's last visit for primary outcome
September 1, 2020
CompletedStudy Completion
Last participant's last visit for all outcomes
November 1, 2020
CompletedNovember 3, 2020
November 1, 2020
1 month
March 18, 2020
November 2, 2020
Conditions
Keywords
Outcome Measures
Primary Outcomes (3)
Change from Baseline Anxiety State at 5 min before, and 5 and 20 minutes following exercise
Anxiety Inventory-STAI trait-state. The scale encompass 20 items and provides a one-dimensional measurement. The score varies from 20 to 80 points, with scores indicating low (0-30), medium (31-49) or high (50 or more) level of anxiety. of anxiety.
5 min before, and 5 and 20 minutes following exercise
Change from Baseline Mood States at 5 min before, and 5 and 20 minutes following exercise
Scale: Profile of mood states (POMS) The POMS questionnaire is an instrument to evaluate mood states. It has 65 items and 6 domains: tension-anxiety, depression, anger-hostility, vigour-activity, fatigue, and confusion- bewilderment. The total mood disturbance score is derived by subtracting the vigour-activity score from the the sum of scores from the other subscales
5 min before, and 5 and 20 minutes following exercise
Change from Baseline Exercise Experience at 5 min before, and 5 and 20 minutes following exercise
Subjective Exercise Experiences Scale - SEES is a set of three subscales objectives that add up to 12 adjectives in total. A subscale well-being positive is composed of the following adjectives: great, positive, vigorous and wonderful; an anguish of the subscale psychological is composed by the adjectives lousy, diminished, discouraged and sad; while in the fatigue subscale, adjectives are: exhausted, exhausted, fatigued and tired. Each adjective can be classified into certain intensities create scores that can range from 1 (which means "nothing") to 7 points (which means "a lot"). Of that Thus, a score on each subscale can be at least 4 and a maximum of 28 points.
5 min before, and 5 and 20 minutes following exercise
Secondary Outcomes (20)
Assess of Dementia
baseline
Evaluation of habitual physical activity
baseline
Evaluation of Quality of Life
baseline
Evaluation of depression
baseline
Evaluation of Anxiety trait
baseline
- +15 more secondary outcomes
Study Arms (1)
Older adults group
EXPERIMENTALGroup of older adults \>60 years old.
Interventions
Eligibility Criteria
You may qualify if:
- age \> 60 years
- Mini-mental score ≥ 24
- non-smoker
- no beta-blockers
- no cardiovascular risk
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
UFG
Jatai, Goiás, 75803495, Brazil
Related Publications (1)
Ferreira JA, Passos GS, Youngstedt SD, de Lima BE, Vieira LB, Martins MM, de Assis BP, Santana MG. Are there sex differences in energy expenditure and enjoyment in older adults playing active video games? J Bodyw Mov Ther. 2022 Jul;31:72-76. doi: 10.1016/j.jbmt.2022.04.008. Epub 2022 Apr 19.
PMID: 35710225DERIVED
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- NA
- Masking
- NONE
- Purpose
- TREATMENT
- Intervention Model
- SINGLE GROUP
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Clinical Professor
Study Record Dates
First Submitted
March 18, 2020
First Posted
April 20, 2020
Study Start
July 20, 2020
Primary Completion
September 1, 2020
Study Completion
November 1, 2020
Last Updated
November 3, 2020
Record last verified: 2020-11