Video Game Intervention In Older Adults
The Effects Of A Video-Based Game Intervention On Cognitive, Physical And Psychosocial Outcomes In Older Adults
1 other identifier
interventional
32
1 country
1
Brief Summary
The purpose of this clinical trial is to investigate the effects of a rehabilitative game-based intervention on self-efficacy, balance, and visual-motor integration in individuals aged 60 years and older. The primary research questions are: Does the rehabilitative game-based intervention improve balance and visual-motor integration? Does the rehabilitative game-based intervention improve self-efficacy levels? Researchers will compare a rehabilitative game intervention group with a control group. Participants will complete baseline and post-intervention assessments. Individuals in the intervention group will participate in rehabilitative game sessions twice per week for 6 weeks, while the control group will not receive any intervention.
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 Feb 2026
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
Click on a node to explore related trials.
Study Timeline
Key milestones and dates
Study Start
First participant enrolled
February 17, 2026
CompletedFirst Submitted
Initial submission to the registry
February 20, 2026
CompletedFirst Posted
Study publicly available on registry
February 25, 2026
CompletedPrimary Completion
Last participant's last visit for primary outcome
April 7, 2026
CompletedStudy Completion
Last participant's last visit for all outcomes
April 7, 2026
CompletedMarch 6, 2026
February 1, 2026
2 months
February 20, 2026
March 3, 2026
Conditions
Keywords
Outcome Measures
Primary Outcomes (3)
Cognitive Function
Cognitive functions will be assessed using the Loewenstein Occupational Therapy Cognitive Assessment (LOTCA), a standardized cognitive assessment tool evaluating orientation, perception, visual-motor organization, and thinking operations. In this study, particular emphasis will be placed on the visual-motor organization subtests to assess visual-motor skills. Depending on the version used, the total LOTCA score generally ranges from 27 to 123 points, with higher scores indicating better cognitive performance. Results obtained at baseline and at the end of the 6-week intervention will be compared within and between groups.
Baseline and Week 6
Balance Performance
Balance performance will be assessed using the Timed Up and Go Test (TUG). The time (in seconds) required for the participant to stand up from a chair, walk 3 meters, turn around, walk back, and sit down will be measured. The theoretical minimum value is 0 seconds, and there is no fixed upper limit. Shorter duration indicates better functional mobility and balance performance. Baseline and post-intervention measurements obtained from both tests will be compared within and between groups.
Baseline and Week 6
Balance Performance
Balance performance will be assessed using the Single-Leg Stance Test. The duration (in seconds) that the participant is able to maintain balance while standing on one leg will be recorded. The minimum value is 0 seconds, and the maximum value is determined according to the test protocol (e.g., 30 or 60 seconds). Longer duration indicates better balance performance. Baseline and post-intervention measurements obtained from both tests will be compared within and between groups.
Baseline and Week 6
Secondary Outcomes (1)
Self-Efficacy
Baseline and Week 6
Study Arms (2)
Intervention Group
EXPERIMENTALParticipants in this group will receive rehabilitative game-based training using the BeCure system. The intervention will be delivered for 6 weeks, twice per week, with each session lasting approximately 30 minutes. The sessions will consist of structured interactive tasks designed to target balance, coordination, and visual-motor integration.
Control Group
NO INTERVENTIONParticipants in this group will not receive any intervention during the study period. They will complete baseline and post-intervention assessments only.
Interventions
The intervention consists of a structured rehabilitative game-based training program delivered using the BeCure system. The program includes interactive tasks that require active weight shifting, postural control, coordinated upper and lower extremity movements, and visually guided motor responses. The intervention will be implemented over a 6-week period, with sessions conducted twice per week. Each session will last approximately 30 minutes. Task difficulty will be progressively adjusted according to participant performance to maintain engagement and provide an appropriate level of challenge. The training sessions will be conducted individually under supervision. Real-time visual feedback provided by the system will enable participants to monitor their performance during task execution. No additional rehabilitation program will be provided concurrently within the scope of this study.
Eligibility Criteria
You may qualify if:
- Age 60 years or older A score of 24 or higher on the Mini Mental State Examination (MMSE) Ability to understand and follow verbal instructions Willingness to participate voluntarily
You may not qualify if:
- Presence of a neurological, orthopedic, or psychiatric diagnosis Medical contraindications to exercise Diagnosis of dementia Acute orthopedic injury Visual or hearing impairment that would interfere with participation Inability to attend sessions regularly
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Biruni University
Istanbul, Zeytinburnu, Turkey (Türkiye)
Related Publications (5)
Öztürk B, Akpınar E, Akarsu R, Çelik Y. Investigation of the Relationship Between Functional Skills, Sensory Functions, and Anthropometric Properties of the Hand in Occupational Therapy Students Using Hierarchical Clustering Analysis. Ergoterapi ve Rehabilitasyon Dergisi. 2023;11(3):101-112. doi:10.30720/ered.1238943
BACKGROUNDAkarsu R, Tatar Y, Acar N. The Effectiveness of PEO Model-Based Occupational Therapy Intervention on Occupational Performance and Quality of Life in Individuals Working from Home due to Covid-19. Int J Basic Clin Stud. 2022;11(2):24-37.
BACKGROUNDAkarsu R, Özturk B, Kalkan E. Effect of Mental Status, Mobility and Depression Levels on Activities of Daily Living in Patients with Multiple Sclerosis. Int J Basic Clin Stud. 2019;8(2):33-38.
BACKGROUNDAkarsu R, Bumin G. Ergoterapi alanında tele-rehabilitasyon çalışmaları. Turkiye Klinikleri J Health Sci. 2021;6(3):682-694. doi:10.5336/healthsci.2020-77309
BACKGROUNDAkarsu R, Özturk B, Toraman MA, Akpınar B, Göbül S, Temiz TN. Effects of X-Box Kinect Games on Individuals with Anxiety, Social Phobia and Depression Symptoms. Int J Basic Clin Stud. 2019;8(2):24-32.
BACKGROUND
Study Officials
- STUDY DIRECTOR
Remziye A Akarsu, Assistant Professor
Birui University
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Study Investigator
Study Record Dates
First Submitted
February 20, 2026
First Posted
February 25, 2026
Study Start
February 17, 2026
Primary Completion
April 7, 2026
Study Completion
April 7, 2026
Last Updated
March 6, 2026
Record last verified: 2026-02
Data Sharing
- IPD Sharing
- Will not share