Exercise Intensity Of Interactive Video Gaming in Cerebral Palsy
Energy Expenditure And Exercise Intensity Of Interactive Video Gaming in Cerebral Palsy: Hip Versus Wrist Accelerometer Data
1 other identifier
interventional
20
1 country
1
Brief Summary
The purpose of this study is to compare the energy consumption and exercise intensities obtained from an activity classifier obtained from a triaxial acceleration signal collected from the wrist and hip during active video games in children with ambulated Cerebral Palsy. . All 20 individuals with CP will participate in a total of 2 exercise sessions on consecutive days with 45 minutes of active video games. In two exercise season individuals will play 4 games that were previously determined and experienced for about 45 minutes. During the training sessions, exercise intensity will be evaluated with the accelerometer. The accelerometer will be placed on the dominant wrist of 20 individuals during one training session. The same 20 individuals will participate in the other exercise session and the accelerometer will be placed on the dominant side hip area of the individuals this time. Exercise intensity values obtained from 2 different training sessions will be compared. Exercise intensity will be measured by an ActiGraph wGT3X-BT triaxial accelerometer during the interventions. For both intervention sessions, a statistical comparison will made between groups in terms of energy consumption, activity counts, and active duration.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started Feb 2021
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
Study Start
First participant enrolled
February 1, 2021
CompletedFirst Submitted
Initial submission to the registry
February 10, 2021
CompletedFirst Posted
Study publicly available on registry
February 18, 2021
CompletedPrimary Completion
Last participant's last visit for primary outcome
April 1, 2021
CompletedStudy Completion
Last participant's last visit for all outcomes
May 1, 2021
CompletedMay 25, 2021
May 1, 2021
2 months
February 10, 2021
May 22, 2021
Conditions
Keywords
Outcome Measures
Primary Outcomes (3)
Energy consumption (MET) Exercise Intensity
Energy consumption will be measured by an ActiGraph wGT3X-BT triaxial accelerometer during the exercise sessions
up to 2 days
Activity counts
Activity counts will be measured by an ActiGraph wGT3X-BT triaxial accelerometer during the exercise sessions
up to 2 days
Active time
Active time will be measured by an ActiGraph wGT3X-BT triaxial accelerometer during the exercise sessions
up to 2 days
Study Arms (2)
the situation where the accelerometer is placed on the wrist during active video games playing
ACTIVE COMPARATORIn one session the accelerometer will place on the dominant wrist Individuals will instructed not to remove and instruct them to wear the device during the session.
the situation where the accelerometer is placed on the hip during active video games playing
ACTIVE COMPARATORIn one session the accelerometer will place on a flexible belt by attaching to the hip area at the intersection of the dominant wrist and axillary line. Individuals will instructed not to remove and instruct them to wear the device during the session.
Interventions
45-minute exercise in which individuals played pre-selected games from Nintendo Wii while keeping in mind their functional level, skills and needs. Four Nintendo Wii games were chosen: Island Cycling, Tilt Table Balance Board, Soccer Heading and Boxing. Each and every individual played these given four games consecutively in one session.
Eligibility Criteria
You may qualify if:
- must be at I-III level according to the Gross Motor Function Classification System (GMFCS)
- must be able to cooperate during assessments and exercise sessions
- must have sufficient functional dexterity to grasp the Nintendo Wii remote control
You may not qualify if:
- having excessive upper extremity spasticity that can interfere with movements while playing
- playing Nintendo Wii before
- genetic or neurological disease other than CP diagnosis and epilepsy
- having had muscle-tendon and bone surgery less than 6 months ago
- use of any pharmacological agent to inhibit spasticity less than 6 months ago
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Medipol University
Istanbul, Beykoz, 34810, Turkey (Türkiye)
MeSH Terms
Conditions
Interventions
Condition Hierarchy (Ancestors)
Intervention Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Pınar Kaya Ciddi
İstanbul Medipol University
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- NON RANDOMIZED
- Masking
- SINGLE
- Who Masked
- PARTICIPANT
- Purpose
- BASIC SCIENCE
- Intervention Model
- CROSSOVER
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Assistant Orofessor
Study Record Dates
First Submitted
February 10, 2021
First Posted
February 18, 2021
Study Start
February 1, 2021
Primary Completion
April 1, 2021
Study Completion
May 1, 2021
Last Updated
May 25, 2021
Record last verified: 2021-05