Study of Different Exercise Doses Through Videogames in Older Adults
1 other identifier
interventional
32
1 country
2
Brief Summary
The objective of this clinical trial is to assess the feasibility of applying different gamified exercises doses in older adults. It will also learn from possible adverse effects of the intervention. The main questions this clinical trial aims to answer are:
- Are there any differences between heart rate, perceived exertion and enjoyment between groups?
- Are there any adverse effects? What is the magnitude of these adverse effects?
- Are there any correlations between gamification time and the occurrence of adverse effects?
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 2024
Shorter than P25 for not_applicable
2 active sites
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
July 15, 2024
CompletedStudy Start
First participant enrolled
July 15, 2024
CompletedFirst Posted
Study publicly available on registry
July 30, 2024
CompletedPrimary Completion
Last participant's last visit for primary outcome
September 30, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
October 1, 2024
CompletedNovember 12, 2024
October 1, 2024
3 months
July 15, 2024
November 8, 2024
Conditions
Outcome Measures
Primary Outcomes (4)
Heart Rate
Heart rate will be measured using polar H10
Heart rate is measured thourought the intervention, once the intervention is finished (10 to 30 minutes) recording of heart rate will stop.
Rate of perceived exertion
Rate of perceived exertion will be measured using Borg (RPE 6-20). Higher values indicate higher levels of perceived exertion
RPE will be measured at half time and once the intervention is finished for both groups.
Exercise satisfaction
It will be measured using Physical Activity Enjoyment Scale (PACES). Higher values indicate higher percieved satisfaction/ enjoyment
It will be measured on the same day intervention finishes, up to 5 hours post-intervention.
Adverse effects
It will be measured using Hooper and Mackinnon wellness questionnaire. Higher values indicate worse perceived effects.
24 and 48 hours post-intervention
Study Arms (2)
Gamification 10-20'
EXPERIMENTALThis group will perform between 10 and 20 minutes of exercise through different videogames.
Gamification 20-30'
EXPERIMENTALThis group will perform between 20 and 30 minutes of exercise through different videogames.
Interventions
Different exercises will be performed through a videogame.
Eligibility Criteria
You may qualify if:
- subjects over 60 years of age
- score equal to or greater than 20 on the Mini Mental cognitive test
- Subjects that present the ability to stand without the use of technical aids or with the technical assistance of a device used for walking.
You may not qualify if:
- severe visual impairment
- medical contraindication for physical activity
- pathology or problem that could prevent the test from being carried out.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (2)
Nueva Esperanza Nursing Home
Fuensalida, Toledo, 45510, Spain
Universidad de Castilla La Mancha
Toledo, Toledo, 45071, Spain
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- DOUBLE
- Who Masked
- PARTICIPANT, INVESTIGATOR
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
July 15, 2024
First Posted
July 30, 2024
Study Start
July 15, 2024
Primary Completion
September 30, 2024
Study Completion
October 1, 2024
Last Updated
November 12, 2024
Record last verified: 2024-10