Effects of a User-centered Exergame Training on Motor and Cognitive Functions in PwMS
ExergaMS
1 other identifier
interventional
30
1 country
1
Brief Summary
This study examines the feasibility and preliminary effects of user-centered exergames (video game-based physical exercise) in persons with multiple sclerosis (PwMS). The user-centered exergames were developed within a interdisciplinary team to meet the requirements of the end-users. The individualized exergames were designed for the Dividat Senso, a pressure sensitive plate connected to a personal computer and a frontal screen. This concurrent motor-cognitive training aims to improve motor and cognitive functions in an ecological valid setting. The cognitive functions are triggered by specific stimuli in the game scenarios. The video games are controlled via specific (whole body) movements as steps, weight shifting, jumps, and arm movements. The training focus is mainly on balance and coordination as well as executive functions and attention. Furthermore, the meaningful games (colorful and appealing visuals) were designed to motivate the players to move. Participants are allocated to the either the intervention group or the control group (quasi-randomization). Participants in the intervention group perform 16 training session over a period of 4 to 8 weeks (depending on in- or out-patient). One training session lasts between 15-25 minutes. Since the difficulty of the games is adaptive to the ability level of each participant, they should neither be over- nor under-challenged. Participates in the control group continue their normal daily routine over 8 weeks. Measurements are performed before, in-between, and after the intervention period to assess feasibility parameters as well as motor and cognitive functions in all participants.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable multiple-sclerosis
Started Mar 2021
Shorter than P25 for not_applicable multiple-sclerosis
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
March 28, 2021
CompletedFirst Submitted
Initial submission to the registry
April 19, 2021
CompletedFirst Posted
Study publicly available on registry
July 15, 2021
CompletedPrimary Completion
Last participant's last visit for primary outcome
July 31, 2021
CompletedStudy Completion
Last participant's last visit for all outcomes
July 31, 2021
CompletedJuly 15, 2021
July 1, 2021
4 months
April 19, 2021
July 5, 2021
Conditions
Keywords
Outcome Measures
Primary Outcomes (6)
Feasibility assessed by recruitment rate
Recruitment rate is the number of study participants compared to the number of initial planned participants
Through recruitment completion, an average of 12 weeks
Feasibility assessed by adherence rate
Adherence rate is the number of attended training sessions compared to the number of planned trainings
Through intervention completion, 4 to 8 weeks (depending on in- and outpatient)
Feasibility assessed by attrition rate
Attrition rate is the number of dropouts
Through study completion, an average of 20 weeks
Feasibility assessed by a safety protocol
Safety protocol includes number of adverse events (including serious adverse events) and specific questions about safety issues
Through study completion, an average of 20 weeks
System Usability
The System Usability Scale interprets the system usability from 1 to 100, similar to a percentage score. A SUS score of at least 70 has to be reached to have an "acceptable" solution (52 = ok, 73 = good, 85 = excellent, 100 = best imaginable). The SUS consists of 10 items on a 5-point Likert scale and lasts about 3 minutes. The SUS is assessed at post-measurement.
Through study completion, an average of 20 weeks
Feasibility, usability and training experience - Semi-structured interview
The semi-structured interview contains pre-defined questions about user's gameplay experiences related to their body, controller, experience, virtual game scenario and safety. The interview lasts about 20 minutes and is assessed at post-measurement.
Through study completion, an average of 20 weeks
Secondary Outcomes (7)
Changes in balance and mobility
Through study completion, an average of 20 weeks
Changes in spatio-temporal gait parameters
Through study completion, an average of 20 weeks
Changes in information processing speed
Through study completion, an average of 20 weeks
Changes in executive functions - inhibition
Through study completion, an average of 20 weeks
Changes in executive functions - flexibility
Through study completion, an average of 20 weeks
- +2 more secondary outcomes
Other Outcomes (7)
Training parameters
Through intervention completion, 4 to 8 weeks (depending on in- and outpatient)
Training intensity
Through intervention completion, 4 to 8 weeks (depending on in- and outpatient)
Training progress
Through intervention completion, 4 to 8 weeks (depending on in- and outpatient)
- +4 more other outcomes
Study Arms (2)
Intervention
EXPERIMENTALParticipants perform 16 exergame training (video game-based physical exercise) sessions over a period of 4 to 8 weeks (depending on in-patient or out-patient). Each training lasts between 15 to 25 minutes. Exergames automatically adjust the game difficulty to the abilities of the respective participant.
Control
NO INTERVENTIONParticipants of the control group are instructed to continue their normal daily routine for eight weeks and to record their physical activities.
Interventions
The individualized exergames were designed for a pressure sensitive plate connected to a personal computer and a frontal screen. The pressure-sensitive plate allows a precise analysis of the user's movements. This concurrent motor-cognitive training aims to improve motor and cognitive functions in an ecological valid setting. The cognitive functions are triggered by specific stimuli in the game scenarios. The video games are controlled via specific (whole body) movements as steps, weight shifting, jumps, and arm movements. The training focus is mainly on multi-tasking, balance and coordination as well as executive functions and attention. Furthermore, the meaningful games (colorful and appealing visuals) were designed to motivate the players to move. As the exergame will automatically adapt (individual progression) during play time, participants are challenged at their individual motor and cognitive level.
Eligibility Criteria
You may qualify if:
- Clinical diagnosis of MS
- Able to provide written informed consent and understand instructions
- Able to play the exergames by stepping and weight shifting
- Able to walk at least 12m with or without walking aid
- Visual acuity with correction sufficient to work on a TV screen
You may not qualify if:
- Presence of musculoskeletal conditions that affect training performance
- Excessive fatigue that impairs training participation
- Exercise intolerance that prevents training participation
- Rapidly progressive or terminal illness
- Acute or unstable chronic illness
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Eling DeBruinlead
Study Sites (1)
ETH Zürich
Zurich, 8093, Switzerland
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Central Study Contacts
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- PREVENTION
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR INVESTIGATOR
- PI Title
- Prof. Dr.
Study Record Dates
First Submitted
April 19, 2021
First Posted
July 15, 2021
Study Start
March 28, 2021
Primary Completion
July 31, 2021
Study Completion
July 31, 2021
Last Updated
July 15, 2021
Record last verified: 2021-07