NCT06018974

Brief Summary

Older people in long-term care (LTC) are often less physically active than their community-dwelling peers. Low physical activity level is associated with more symptoms of anxiety and depression as well as with lower physical performance. This weakens coping with daily activities and increases the care costs. Earlier research have found that playing digital games that require physical activity affects positively functioning of older people. Playing can increase physical activity, improve balance and walking speed, lift the mood and create opportunities for social interaction. The effects of digital gaming, especially on objectively measured physical activity and social functioning, are still unclear. The aim of this study is to evaluate effectiveness of digital gaming intervention with Yetitablet to physical, psychological and social functioning and activity of older people in long-term care environment. This study investigates the effectiveness of the Yetitablet in improving the functioning of older people. Yetitablet is an assistive technology device developed for special groups. Yetitablet is a large interactive touchscreen tablet with 55" screen and with Android operating system and it includes numerous applications. Yetitablet has mobile stand on wheels, which allows the screen to be raised and lowered, as well as tilted as needed, all the way to a desk position. Applications can be downloaded to the device from the Google Play Store, and it also has its own game applications, such as darts, table hockey and memory game. These games can be played individually or in group. There is no previous scientific research on the effectiveness of the Yetitablet on the functioning and activity of older people in long-term care settings.

Trial Health

87
On Track

Trial Health Score

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

Enrollment
49

participants targeted

Target at P25-P50 for not_applicable

Timeline
Completed

Started Sep 2023

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

August 9, 2023

Completed
22 days until next milestone

First Posted

Study publicly available on registry

August 31, 2023

Completed
13 days until next milestone

Study Start

First participant enrolled

September 13, 2023

Completed
6 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

March 11, 2024

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

March 11, 2024

Completed
Last Updated

June 18, 2024

Status Verified

June 1, 2024

Enrollment Period

6 months

First QC Date

August 9, 2023

Last Update Submit

June 17, 2024

Conditions

Keywords

agingdigital gameslong-term careolder peoplephysical functioningpsychological functioningsocial functioningphysical activity

Outcome Measures

Primary Outcomes (1)

  • Change from baseline in the Timed Up and Go test (TUG) at week 12

    Change in mean scores on the Timed-up-and-Go test (Completion time in seconds, faster performance indicate better functioning).

    Baseline and week 12

Secondary Outcomes (5)

  • Change from baseline in the Revised Index for Social Engagement (RISE) at week 12

    Baseline and week 12

  • Change from baseline in weekly time spent in light to vigorous physical activity

    13 weeks

  • Change in mood before and after every gaming session

    Every gaming session during three month long intervention

  • Change from baseline in hand grip strength at week 12

    Baseline and week 12

  • Change from baseline in the Short Physical Performance Battery (SPPB) at week 12

    Baseline and week 12

Study Arms (2)

Yetitablet group

EXPERIMENTAL

Older adults in the experimental group will participate in a 12-week, 3 times per week, 30-60 minutes per session (recommendation) gaming session with Yetitablet in their home facility. Games will be played in group of 3-5 people with participants taking turns. Gaming sessions are supervised by research assistant or facility personnel.

Device: Yetitablet gaming

Control group

NO INTERVENTION

Participants in control group will continue their normal daily activities in their home facility. No intervention is provided to control group (passive control group).

Interventions

Playing digital games like bowling, memory games, coordination games ect. with the Yetitablet.

Yetitablet group

Eligibility Criteria

Age60 Years+
Sexall
Healthy VolunteersNo
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • lives in a long-term care facility for older people participating in the study
  • has sufficient cognitive ability to understand the purpose of the study
  • is able to walk (with or without walking aid) the distance required by physical functioning tests (10m)
  • no illness restricting light exercise
  • no serious, acute illness
  • sufficient cognitive skills to understand game instructions
  • sufficient functionality of the upper limbs to use the touch screen

You may not qualify if:

  • unable to move independently even with walking aid
  • severe memory disorder or other acute illness
  • unable to understand game instructions, or able to concentrate on playing games for the required time
  • too weak vision to play games
  • unable to use upper limbs to play
  • simultaneously receiving some other treatment that differs from usual treatment

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

University of Oulu

Oulu, 90220, Finland

Location

Related Publications (3)

  • Jantunen H, Wasenius N, Salonen MK, Perala MM, Osmond C, Kautiainen H, Simonen M, Pohjolainen P, Kajantie E, Rantanen T, von Bonsdorff MB, Eriksson JG. Objectively measured physical activity and physical performance in old age. Age Ageing. 2017 Mar 1;46(2):232-237. doi: 10.1093/ageing/afw194.

    PMID: 27810849BACKGROUND
  • de Oliveira LDSSCB, Souza EC, Rodrigues RAS, Fett CA, Piva AB. The effects of physical activity on anxiety, depression, and quality of life in elderly people living in the community. Trends Psychiatry Psychother. 2019 Jan-Mar;41(1):36-42. doi: 10.1590/2237-6089-2017-0129. Epub 2019 Feb 4.

    PMID: 30994779BACKGROUND
  • van Santen J, Droes RM, Holstege M, Henkemans OB, van Rijn A, de Vries R, van Straten A, Meiland F. Effects of Exergaming in People with Dementia: Results of a Systematic Literature Review. J Alzheimers Dis. 2018;63(2):741-760. doi: 10.3233/JAD-170667.

    PMID: 29689716BACKGROUND

MeSH Terms

Conditions

DepressionSedentary BehaviorSocial IsolationSocial AdjustmentMotor Activity

Condition Hierarchy (Ancestors)

Behavioral SymptomsBehaviorSocial Behavior

Study Officials

  • Satu Elo, PhD

    Oulu University of Applied Sciences

    STUDY DIRECTOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
NON RANDOMIZED
Masking
NONE
Purpose
TREATMENT
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

August 9, 2023

First Posted

August 31, 2023

Study Start

September 13, 2023

Primary Completion

March 11, 2024

Study Completion

March 11, 2024

Last Updated

June 18, 2024

Record last verified: 2024-06

Data Sharing

IPD Sharing
Will not share

Locations