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GlaucomaNCT06000865

Glaucoma Rehabilitation With Action viDeo Games and Exercise - GRADE

A study testing Action video game training and Conventional physical training in people with Glaucoma and Visual Impairment, run by The Hong Kong Polytechnic University at 1 site in Hong Kong.

Recruiting

Looking for participants now. Contact the study team or a site below to ask about taking part.

Sites and contacts
Official record
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Trial summary

Falls are one of the most serious public health concerns for seniors, with significant medical and economic consequences. This concern is even higher in patients with peripheral field loss due to glaucoma because of the patients' compromised visual input. Read more about this study

Who is it for?
Ages 55 to 80 years
Conditions the study is for
Glaucoma, Visual Impairment
What is being tested?
Action video game training and Conventional physical training
Could I receive a placebo?
No, everyone receives an active treatment
How many people
56 participants
Where
1 siteHong Kong
Study dates
9 Sep 2023to 30 Dec 2025
Phase
Interventional
Are there results?
Not yet: the study is under way

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 55 to 80 years
  • All sexes
  • No healthy volunteers
  • Adult, Older adult

Who may be able to join

  • Presence of moderate to severe bilateral glaucomatous optic neuropathy (GON) from primary open-angle (including normal tension) or angle-closure glaucoma, as determined by an ophthalmologist, with abnormal Glaucoma Hemifield Test on standard Humphrey Field Analyzer 24-2 testing and matching nerve-fiber layer thinning on optical coherence tomography;
  • Stable vision and visual field loss for at least 3 months;
  • With a best-corrected distance acuity of 6/12 or better (equivalent to 0.3 logMAR acuity or better to confirm that participant's central vision is preserved);
  • With a cognitive functional score of 22 or above in the Montreal Cognitive Assessment - Hong Kong version (to confirm participants' intact cognitive function).

Who cannot join

  • Advanced glaucoma with GON of median deviation worse than -25 decibel;
  • Ocular diseases other than glaucoma (e.g., age-related macular degeneration, diabetic retinopathy, and moderate to severe cataract);
  • Severe medical problems (e.g., stroke, Parkinson's disease) or self-reported neurological (e.g. brain surgery, brain tumor and peripheral neuropathy), or cognitive disorders (e.g., diagnosed dementia or cognitive impairment);
  • Physical impairments (e.g. need the use of orthopedic and mobility aids) or physical limitations restricting them from independent walking;
  • Self-reported or medically diagnosed vestibular/ cerebellar dysfunction, history of vertigo, or severe hearing loss;
  • Using any medications for any neurological conditions or psychiatric drugs (e.g. sedative, hypnotic) that might interfere motor control; and
  • Currently attending any intensive physical/balance training.

Trial locations and contacts

1 site in 1 country. Contact the study team or a site near you to ask about taking part.

Hong Kong1 site, 1 recruiting
  • The Hong Kong Polytechnic University

    Hong Kong, Hong Kong, 000000

    Recruiting

Other trials in Hong Kong

About this study

Official title: The GRADE Randomized Trial: Glaucoma Rehabilitation With Action viDeo Games and Exercise

Falls are one of the most serious public health concerns for seniors, with significant medical and economic consequences. This concern is even higher in patients with peripheral field loss due to glaucoma because of the patients' compromised visual input. The investigators' project proposes an innovative, entertaining, easily accessible and enjoyable intervention for improving mobility and postural control function in glaucoma patients with peripheral vision loss, who are more prone to falls and suffer from fear of falling. The new intervention examined in this project can be implemented in current vision and balance rehabilitation programs, and may benefit patients with different types of visual impairment to minimize their risk of falls and improve their quality of life.

Read the detailed description

A prospective, 2-arm, randomized, single-blind, active-control trial will enroll 56 moderately- to severely-affected glaucoma patients with stable peripheral field loss, intact cognitive function, and no history of balance training. Participants will be randomly assigned 1:1 to one of two groups: 1) standing, physically interactive action video-game training (AVG_PI); and 2) conventional physical training (PT). AVG using a Nintendo Switch gaming station will be administered in 20 sessions over 10 weeks (45 minutes per session, 2 sessions per week). Participants in the AVG_PI will be in standing position with game controllers or sensors attached to the body while playing games involving muscle stretching and strengthening exercises. Participants in the PT will receive 45-minutes conventional physical training. Outcome measures will be assessed before training, and after 10 and 20 training sessions. The primary outcome measure is a test of mobility, and the secondary outcome measures include tests for dynamic balance plus visual cognition, static balance, visual cognition, and patient reported outcomes for fear of falling and quality of life.

Being tested
Action video game training, Conventional physical training
Keywords
Glaucoma, Peripheral field loss, Action video games, Balance functions, Fear of falling, Quality of life
Medical subject headings
Glaucoma, Vision Disorders

What participants receive

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

  • Action video game trainingBehavioural

    20 sessions of AVG over 10 weeks (45 minutes per session, 2 sessions per week)

  • Conventional physical trainingBehavioural

    20 sessions of physical training over 10 weeks (45 minutes per session, 2 sessions per week)

Study groups in NCT06000865
Study groupRoleWhat they receive
Interactive action video-game training (AVG)Active comparatorAVG using a Nintendo Switch gaming station will be administered in 20 sessions over 10 weeks (45 minutes per session, 2 sessions per week). Participants will be in standing position with game controllers or sensors attached to the body while playing games involving muscle stretching and strengthening exercises.
Receives: Behavioral: Action video game training
Conventional physical training (PT)ExperimentalParticipants in the PT will receive 45-minutes conventional physical training.
Receives: Behavioral: Conventional physical training

What is being measured

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

  1. Gait Measure - Time Up and Go test combining Narrow path walking test

    Time Up and Go test combining Narrow path walking test: All participants need to stand up from a 46 cm height chair, walk on the path at their usual pace until the strip of a non-reflective tape, cross over the tape, turn 180°, walk to the starting position and finally sit down. Then repeat the same procedure within a narrower width. Participants need to use the dominant leg to step onto the standing position on one force plate while the non-dominant leg stands on the other force plate.

    The test will repeat for 10 times. Participants' gait parameters including hip flexion/extension (degree), knee Min/Max (degree), ankle flexion/extension (degree), walking speed (mm/s), step width (mm), and step length(mm) will be measured and analyzed for each condition.

    Measured: Change from baseline at week 5 and change from baseline at week 10.

Secondary outcomes (7)
  1. Static Balance Measure

    Static Balance: Participants will be asked to stand on a force place with a foam while performing visual searching. Parameters including maximum antero-posterior amplitude (mm), maximum medio-lateral amplitude (mm), total sway path (mm), and root mean square sway (mm/s) will be analyzed.

    Each test would be repeated for 3 times.

    Measured: Change from baseline at week 5 and change from baseline at week 10.

  2. Perturbed Balance Measure

    Perturbed Balance: Participants will be asked to stand on a force place which will translate forward or backward while performing visual searching. Parameters including latency (ms) reacting to the perturbation, maximum antero-posterior amplitude (mm), maximum medio-lateral amplitude (mm), total sway path (mm), and root mean square sway (mm/s) will be analyzed.

    Each test would be repeated for 3 times.

    Measured: Change from baseline at week 5 and change from baseline at week 10.

  3. Useful field of view (UFOV)

    Visual attention will be examined by Useful Field of View (UFOV). Participants will be asked to complete the following 3 tasks.

    1. Processing speed: Participants will be asked to discriminate the central presented stimulus as a target or distractor.
    2. Divided attention: In addition to discriminating the central target, participants are required to identify the location of the peripheral target.
    3. Selective attention: Procedure is similar as "Divided attention". Participants are required to identify the location of peripheral target among the distractors.

    Parameter includes time to reach threshold(ms)

    Measured: Change from baseline at week 5 and change from baseline at week 10.

  4. Reaction time (RT)

    Each participant is asked to complete the following task using a customized computer programme.

    Reaction Time Test: Participants will be asked to respond as fast as possible when the same stimulus (an 'x' emerging in a square in the middle of the screen) was presented.

    This test will be repeated for 3 blocks with 46 trials per block. Parameter includes reaction time to correct answer(ms).

    Measured: Change from baseline at week 5 and change from baseline at week 10.

  5. Cognitive Reflection Test

    Each participant is asked to complete the following task using a customized computer programme.

    Cognitive Reflection Test: Participants will be presented with four squares horizontally on the screen. They will be asked to react to an 'x' emerging in one of the squares (40 trials in total) by pressing a corresponding key on a keyboard-'1', '2', '3', or '4' which present the position of 'x' . Parameter includes reaction time to correct answer(ms).

    Measured: Change from baseline at week 5 and change from baseline at week 10.

  6. Quality of Life Questionnaire measure

    The effect of intervention on quality of life will be evaluated using the Learning Vector Quantization (LvQ) Scale.

    In the LvQ, participants will be asked to rate how much their eyesight has interfered with each of 24 activities in the past month. The completion results in a summed score between 0 (a low quality of life) and 125 (a high quality of life).

    Measured: Change from baseline at week 5 and change from baseline at week 10.

  7. Fear of Falling Questionnaire measure

    The effect of intervention on fear of falling will be evaluated using the Chinese versions of Falls Efficacy Scale International (FES-I).

    In the FES-I, participants will be asked "how concerned they are about the possibility of falling" for each of the 16 social and physical activities. The completion results in a summed score between minimum 16 (no concern about falling) to maximum 64 (severe concern about falling).

    Measured: Change from baseline at week 5 and change from baseline at week 10.

Timeline

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

  1. First posted21 Aug 2023
  2. Study start9 Sep 2023
  3. Primary completion30 Jul 2025 (estimated)
  4. Study completion30 Dec 2025 (estimated)

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
Randomised
Intervention model
Factorial
Masking
Single blind
Who is masked
Outcomes assessor
Enrolment
56 participants (estimated)
IDs, dates and publications
ClinicalTrials.gov ID
NCT06000865
Sponsor's protocol ID
15602821
Status last verified
Mar 2025
First submitted
25 Sep 2022
Last updated
28 Jul 2025
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Yes: IPD that underlie results in a publication will be available upon reasonable request to the research team.

Publications

  • Yihong P, Thompson B, Winser S, Lau I, Suen V, Cheung M, Cheong AMY. Glaucoma rehabilitation with action video games and exercise: study protocol of an active-controlled trial (GRADE). BMJ Open. 2025 Sep 17;15(9):e105971. doi: 10.1136/bmjopen-2025-105971.

    PubMed 40967649

Questions about this trial

What is this clinical trial studying?

A study testing Action video game training and Conventional physical training in people with Glaucoma and Visual Impairment, run by The Hong Kong Polytechnic University at 1 site in Hong Kong.

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 4 inclusion and 7 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: looking for participants now, as of the sponsor's last update on 28 Jul 2025. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in Hong Kong. Whether a site is taking part right now should be confirmed with that site. See every site.

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?

This study is still under way. Results are not available in the source record yet.

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

Contact Allen Cheong, PhD (852-27666108, allen.my.cheong@polyu.edu.hk), or a site near the patient. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Gait Measure - Time Up and Go test combining Narrow path walking test (time frame: Change from baseline at week 5 and change from baseline at week 10.). 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 NCT06000865, which also lists 1 linked publication.

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 28 Jul 2025.

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