WHARF
Homewood, Alabama, 35209, United States
NCT Number: NCT05310279
Replacing sedentary behaviors during leisure time with active video gaming (AVG) has been shown to be an enjoyable option for increasing the amount of physical activity acquired each week. This project will examine the feasibility of an AVG intervention using the GAIMplank.
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Notify Me18 year and older
All sexes
Interventional
Not applicable
Homewood, Alabama, 35209, United States
Replacing sedentary behaviors during leisure time with active video gaming (AVG) has been shown to be an enjoyable option for increasing the amount of physical activity acquired each week. A growing body of literature indicates that increases in energy expenditure can be achieved during AVG play in people with physical disabilities, including those with mobility impairments such as cerebral palsy (CP), spinal cord injury, stroke, and other neurological conditions. AVGs are particularly important for people with disabilities given the higher rate of inaccessible features in the built environment and the difficulty in finding activities they enjoy. Since AVG devices are relatively affordable, they also hold promise as a scalable product for promoting higher levels of physical activity and fitness among people with disabilities.
There continues to be a pressing need to make gaming controllers accessible to people who are unable to stand for long periods, cannot stand on a small platform due to poor balance or extreme obesity, or who are unable to stand and are full-time wheelchair users. The GAIMplank controller, was developed and tested for usability among people with mobility impairments. During usability testing, a sample of 21 adults were able to successfully access and play a series of standard PC video games using trunk/body movements to produce game play action. Using validated survey tools, participant usability scores and qualitative feedback indicated above average usability for the GAIMplank system. In addition, participants enjoyed the activity and reported game play as light to moderate intensity activity.
This project will examine the feasibility of an AVG intervention using the GAIMplank.
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
The GAIMplank video game controller will be used to play active video games.
Time frame: 6 weeks
Physical Activity Scale for Individuals with Physical Disabilities (PASIPD)
Time frame: 6 weeks
PROMIS Physical Function - Short Form 20a
Time frame: 6 weeks
Multidimensional Outcome Exercise Expectations Scale (MOESS)
Time frame: Week 1
Physical Activity Enjoyment Scale
Time frame: Week 5
Physical Activity Enjoyment Scale
Time frame: Week 12
Physical Activity Enjoyment Scale
Time frame: Week 1
Exergame Enjoyment Questionnaire
Time frame: Week 5
Exergame Enjoyment Questionnaire
Time frame: Week 12
Exergame Enjoyment Questionnaire
Time frame: Day 1
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 2
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 3
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 4
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 5
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 6
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 7
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 8
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 9
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 10
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 11
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 12
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 1
Game engagement: Visual analog scale (0-10)
Time frame: Day 2
Game engagement: Visual analog scale (0-10)
Time frame: Day 3
Game engagement: Visual analog scale (0-10)
Time frame: Day 4
Game engagement: Visual analog scale (0-10)
Time frame: Day 5
Game engagement: Visual analog scale (0-10)
Time frame: Day 6
Game engagement: Visual analog scale (0-10)
Time frame: Day 7
Game engagement: Visual analog scale (0-10)
Time frame: Day 8
Game engagement: Visual analog scale (0-10)
Time frame: Day 9
Game engagement: Visual analog scale (0-10)
Time frame: Day 10
Game engagement: Visual analog scale (0-10)
Time frame: Day 11
Game engagement: Visual analog scale (0-10)
Time frame: Day 12
Game engagement: Visual analog scale (0-10)
Time frame: Day 1
Rating of Perceived Exertion (RPE)
Time frame: Day 2
Rating of Perceived Exertion (RPE)
Time frame: Day 3
Rating of Perceived Exertion (RPE)
Time frame: Day 4
Rating of Perceived Exertion (RPE)
Time frame: Day 5
Rating of Perceived Exertion (RPE)
Time frame: Day 6
Rating of Perceived Exertion (RPE)
Time frame: Day 7
Rating of Perceived Exertion (RPE)
Time frame: Day 8
Rating of Perceived Exertion (RPE)
Time frame: Day 9
Rating of Perceived Exertion (RPE)
Time frame: Day 10
Rating of Perceived Exertion (RPE)
Time frame: Day 11
Rating of Perceived Exertion (RPE)
Time frame: Day 12
Rating of Perceived Exertion (RPE)
Time frame: Week 6
AIM-IAM-FIM survey
Time frame: Week 6
Semi-structured interview
University of Alabama at Birmingham
Other
Feasibility of An Active Video Gaming Intervention to Improve Health and Function in Adults With Mobility Impairments
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