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Physical DisabilityNCT02994199

Use of Adapted Controllers for Active Video Gaming in People With Physical Disabilities

A study testing Active video gaming in people with Physical Disability, run by University of Alabama at Birmingham.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

The purpose of this study is to compare the effectiveness of off-the-shelf (OTS) and adapted game controllers on quality of game play, enjoyment, and energy expenditure during active video gaming in persons with mobility impairments. Read more about this study

Who is it for?
Ages 10 to 60 years
Conditions the study is for
Physical Disability
What is being tested?
Active video gaming
Could I receive a placebo?
No, everyone receives an active treatment
How many people
105 participants
Where
No sites listed yet
Study dates
Jan 2016to Dec 2021
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 10 to 60 years
  • All sexes
  • No healthy volunteers
  • Child, Adult

Who may be able to join

  • Potential participants must have a confirmed diagnosis of lower extremity mobility disability (e.g., spina bifida, cerebral palsy, muscular dystrophy,1 year post spinal cord injury, multiple sclerosis, stroke, or limb loss) with partial or full use of upper extremities and use of an assistive device (manual wheelchair, walker, crutches, or canes) for balance and/or mobility or should have gait deviation.
  • Participants must be between the ages of 10 and 60 yrs, and not weigh more than 350 pounds.

Who cannot join

  • Unstable cardiovascular conditions as identified by their physician.
  • Weight over 350 pounds
  • Visual impairment that interferes with playing video games

About this study

Official title: Use of Adapted Controllers for Active Video Gaming (Interactive Exercise and Recreation Technologies and Exercise Physiology Benefiting People With Disabilities)

The purpose of this study is to compare the effectiveness of off-the-shelf (OTS) and adapted game controllers on quality of game play, enjoyment, and energy expenditure during active video gaming in persons with mobility impairments. The controllers to be evaluated include off-the-shelf and adapted gaming mats and off-the-shelf and adapted Wii Fit balance boards.

Read the detailed description

Previous studies have shown that individuals with disabilities have lower levels of physical activity and fitness and higher levels of obesity compared to their non-disabled peers. Research has also shown that engaging this population in physical activity can be extremely challenging due to physical impairments associated with their disability, as well as fewer opportunities to participate.

Active video games (AVG), also known as exergames, are a category of video games that require much more body motion for successful play than the traditional pushbutton or joystick actions. The recent introduction of motion controlled AVGs allow a much greater variety of physical activity to be part of play. These games hold promise for promoting higher levels of energy expenditure, weight management and fitness. However, many current AVGs are inaccessible or offer limited play options for individuals who are unable to stand, have balance issues, poor motor control, or cannot use their lower body to perform game activities. Making AVGs accessible to people with disabilities offers an innovative approach to overcoming various barriers to participation in beneficial physical activity.

A recent publication by Dr. Rimmer in the Physical Medicine and Rehabilitation journal examining the use of AVGs as a means to increase energy expenditure in non-ambulatory young adults with disabilities suggested that clinically significant increases in energy expenditure could be achieved with AVGs.

Being tested
Active video gaming
Keywords
Active video gaming, Energy expenditure

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Active video gamingOther

    Participants will engage in active video game play using two off-the-shelf (OTS) and two adapted controllers using the Wii gaming console. Controllers are: OTS balance board, OTS gaming mat, Adapted balance board, Adapted gaming mat.

Study groups in NCT02994199
Study groupRoleWhat they receive
Active video gamingExperimentalParticipants will engage in active video game play.
Receives: Other: Active video gaming

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Energy expenditure (ml/kg/min)

    Measured using a portable metabolic system

    Measured: Visit 1: baseline measurement at rest

  2. Energy expenditure (ml/kg/min)

    Measured using a portable metabolic system

    Measured: Visit 2: during game play

  3. Energy expenditure (ml/kg/min)

    Measured using a portable metabolic system

    Measured: Visit 3: during game play

Secondary outcomes (10)
  1. Enjoyment

    Participants will complete the Physical Activity Enjoyment Scale (PACES)

    Measured: Visit 2: following first game set

  2. Enjoyment

    Participants will complete the Physical Activity Enjoyment Scale (PACES)

    Measured: Visit 2: following second game set

  3. Enjoyment

    Participants will complete the Physical Activity Enjoyment Scale (PACES)

    Measured: Visit 3: following first game set

  4. Enjoyment

    Participants will complete the Physical Activity Enjoyment Scale (PACES)

    Measured: Visit 3: following second game set

  5. Quality of game play

    Subjective evaluation by the tester: degree of general game manipulation in comparison to able-bodied gamer; Likert scale 0 (unable) to 5 (excellent)

    Measured: Visit 2: following first game set

  6. Quality of game play

    Subjective evaluation by the tester: degree of general game manipulation in comparison to able-bodied gamer; Likert scale 0 (unable) to 5 (excellent)

    Measured: Visit 2: following second game set

  7. Quality of game play

    Subjective evaluation by the tester: degree of general game manipulation in comparison to able-bodied gamer; Likert scale 0 (unable) to 5 (excellent)

    Measured: Visit 3: following first game set

  8. Quality of game play

    Subjective evaluation by the tester: degree of general game manipulation in comparison to able-bodied gamer; Likert scale 0 (unable) to 5 (excellent)

    Measured: Visit 3: following second game set

  9. Controller usability

    Participants will complete the System Usability Scale

    Measured: At the completion of Visit 2

  10. Controller usability

    Participants will complete the System Usability Scale

    Measured: At the completion of Visit 3

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted15 Dec 2016 (estimated)
  2. Study startJan 2016
  3. Primary completionSep 2016
  4. Study completionDec 2021

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Other
Allocation
Not applicable
Intervention model
Single group
Masking
None (open label)
Enrolment
105 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT02994199
Sponsor's protocol ID
F150909002
Status last verified
Jan 2022
First submitted
6 Dec 2016
Last updated
15 Feb 2022
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Publications

  • Malone LA, Padalabalanarayanan S, McCroskey J, Thirumalai M. Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol. JMIR Res Protoc. 2017 Jun 16;6(6):e116. doi: 10.2196/resprot.7621.

    PubMed 28623186
  • Malone LA, Thirumalai M, Padalabalanarayanan S, Neal WN, Bowman S, Mehta T. Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study. JMIR Serious Games. 2019 Feb 1;7(1):e11326. doi: 10.2196/11326.

    PubMed 30707098
  • Thirumalai M, Kirkland WB, Misko SR, Padalabalanarayanan S, Malone LA. Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation. JMIR Rehabil Assist Technol. 2018 Mar 6;5(1):e2. doi: 10.2196/rehab.8003.

    PubMed 29510972
  • Malone LA, Davlyatov GK, Padalabalanarayanan S, Thirumalai M. Active Video Gaming Using an Adapted Gaming Mat in Youth and Adults With Physical Disabilities: Observational Study. JMIR Serious Games. 2021 Aug 26;9(3):e30672. doi: 10.2196/30672.

    PubMed 34435962

Questions about this trial

What is this clinical trial studying?

A study testing Active video gaming in people with Physical Disability, run by University of Alabama at Birmingham.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 2 inclusion and 3 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 15 Feb 2022. Status can change between updates, so confirm with the study contact before making plans.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Energy expenditure (ml/kg/min) (time frame: Visit 1: baseline measurement at rest). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT02994199, which also lists 4 linked publications.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 15 Feb 2022.

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