NCT04352543

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

87
On Track

Trial Health Score

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

Enrollment
32

participants targeted

Target at P25-P50 for not_applicable

Timeline
Completed

Started Jul 2020

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

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

First Submitted

Initial submission to the registry

March 18, 2020

Completed
1 month until next milestone

First Posted

Study publicly available on registry

April 20, 2020

Completed
3 months until next milestone

Study Start

First participant enrolled

July 20, 2020

Completed
1 month until next milestone

Primary Completion

Last participant's last visit for primary outcome

September 1, 2020

Completed
2 months until next milestone

Study Completion

Last participant's last visit for all outcomes

November 1, 2020

Completed
Last Updated

November 3, 2020

Status Verified

November 1, 2020

Enrollment Period

1 month

First QC Date

March 18, 2020

Last Update Submit

November 2, 2020

Conditions

Keywords

physical activityactive video gameolder adults

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

EXPERIMENTAL

Group of older adults \>60 years old.

Behavioral: Active Video Game ExerciseBehavioral: Treadmill walking exerciseBehavioral: Sedentary Behavior

Interventions

Play during 30 minutes in the easy level

Older adults group

30 minutes (65 - 75% heart rate maximal)

Older adults group

Quiet Rest: 30 minutes

Older adults group

Eligibility Criteria

Age60 Years - 75 Years
Sexall(Gender-based eligibility)
Gender Eligibility Details\>60 years old
Healthy VolunteersYes
Age GroupsAdult (18-64), Older Adult (65+)

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

Location

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.

MeSH Terms

Conditions

Motor Activity

Condition Hierarchy (Ancestors)

Behavior

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

Locations