Skip to main content
OpenTrials
Completed

NCT Number: NCT05310279

Feasibility of An Active Video Gaming Intervention

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.

Completed

Looking for future studies?

Notify Me

Key information

Age range

18 year and older

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

WHARF

Homewood, Alabama, 35209, United States

About this study

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.

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • 18+ years of age
  • Self-reported physical disability that limits their mobility
  • Communicate in English

Exclusion criteria

  • Significant impairment in visual acuity that prevents seeing a 52" TV screen to follow exercise
  • Body weight >400 lbs
  • Cognitive or linguistic problems with understanding instructions or filling in self-administered outcome measures in English as determined by a score of <17 on the telephone-version of the Mini-Mental State Exam
  • Any other conditions that would limit ability to play video games
  • Cardiovascular disease event within the past 6 months
  • Severe pulmonary disease or renal failure
  • Ongoing exacerbation of a health condition

Treatment and study plan

GAIMplank

Other

The GAIMplank video game controller will be used to play active video games.

Primary outcomes

  1. Level of physical activity from baseline to 6 weeks

    Time frame: 6 weeks

    Physical Activity Scale for Individuals with Physical Disabilities (PASIPD)

Secondary outcomes

  1. Physical Function from baseline to 6 weeks

    Time frame: 6 weeks

    PROMIS Physical Function - Short Form 20a

  2. Exercise Outcome Expectations from baseline to 6 weeks

    Time frame: 6 weeks

    Multidimensional Outcome Exercise Expectations Scale (MOESS)

Other outcomes

  1. Physical activity enjoyment

    Time frame: Week 1

    Physical Activity Enjoyment Scale

  2. Physical activity enjoyment

    Time frame: Week 5

    Physical Activity Enjoyment Scale

  3. Physical activity enjoyment

    Time frame: Week 12

    Physical Activity Enjoyment Scale

  4. Enjoyment of the video games (exergames)

    Time frame: Week 1

    Exergame Enjoyment Questionnaire

  5. Enjoyment of the video games (exergames)

    Time frame: Week 5

    Exergame Enjoyment Questionnaire

  6. Enjoyment of the video games (exergames)

    Time frame: Week 12

    Exergame Enjoyment Questionnaire

  7. Rating of game enjoyment for each game played

    Time frame: Day 1

    Game enjoyment: Visual analog scale (0-10)

  8. Rating of game enjoyment for each game played

    Time frame: Day 2

    Game enjoyment: Visual analog scale (0-10)

  9. Rating of game enjoyment for each game played

    Time frame: Day 3

    Game enjoyment: Visual analog scale (0-10)

  10. Rating of game enjoyment for each game played

    Time frame: Day 4

    Game enjoyment: Visual analog scale (0-10)

  11. Rating of game enjoyment for each game played

    Time frame: Day 5

    Game enjoyment: Visual analog scale (0-10)

  12. Rating of game enjoyment for each game played

    Time frame: Day 6

    Game enjoyment: Visual analog scale (0-10)

  13. Rating of game enjoyment for each game played

    Time frame: Day 7

    Game enjoyment: Visual analog scale (0-10)

  14. Rating of game enjoyment for each game played

    Time frame: Day 8

    Game enjoyment: Visual analog scale (0-10)

  15. Rating of game enjoyment for each game played

    Time frame: Day 9

    Game enjoyment: Visual analog scale (0-10)

  16. Rating of game enjoyment for each game played

    Time frame: Day 10

    Game enjoyment: Visual analog scale (0-10)

  17. Rating of game enjoyment for each game played

    Time frame: Day 11

    Game enjoyment: Visual analog scale (0-10)

  18. Rating of game enjoyment for each game played

    Time frame: Day 12

    Game enjoyment: Visual analog scale (0-10)

  19. Rating of game engagement for each game played

    Time frame: Day 1

    Game engagement: Visual analog scale (0-10)

  20. Rating of game engagement for each game played

    Time frame: Day 2

    Game engagement: Visual analog scale (0-10)

  21. Rating of game engagement for each game played

    Time frame: Day 3

    Game engagement: Visual analog scale (0-10)

  22. Rating of game engagement for each game played

    Time frame: Day 4

    Game engagement: Visual analog scale (0-10)

  23. Rating of game engagement for each game played

    Time frame: Day 5

    Game engagement: Visual analog scale (0-10)

  24. Rating of game engagement for each game played

    Time frame: Day 6

    Game engagement: Visual analog scale (0-10)

  25. Rating of game engagement for each game played

    Time frame: Day 7

    Game engagement: Visual analog scale (0-10)

  26. Rating of game engagement for each game played

    Time frame: Day 8

    Game engagement: Visual analog scale (0-10)

  27. Rating of game engagement for each game played

    Time frame: Day 9

    Game engagement: Visual analog scale (0-10)

  28. Rating of game engagement for each game played

    Time frame: Day 10

    Game engagement: Visual analog scale (0-10)

  29. Rating of game engagement for each game played

    Time frame: Day 11

    Game engagement: Visual analog scale (0-10)

  30. Rating of game engagement for each game played

    Time frame: Day 12

    Game engagement: Visual analog scale (0-10)

  31. Perceived exertion for each game played

    Time frame: Day 1

    Rating of Perceived Exertion (RPE)

  32. Perceived exertion for each game played

    Time frame: Day 2

    Rating of Perceived Exertion (RPE)

  33. Perceived exertion for each game played

    Time frame: Day 3

    Rating of Perceived Exertion (RPE)

  34. Perceived exertion for each game played

    Time frame: Day 4

    Rating of Perceived Exertion (RPE)

  35. Perceived exertion for each game played

    Time frame: Day 5

    Rating of Perceived Exertion (RPE)

  36. Perceived exertion for each game played

    Time frame: Day 6

    Rating of Perceived Exertion (RPE)

  37. Perceived exertion for each game played

    Time frame: Day 7

    Rating of Perceived Exertion (RPE)

  38. Perceived exertion for each game played

    Time frame: Day 8

    Rating of Perceived Exertion (RPE)

  39. Perceived exertion for each game played

    Time frame: Day 9

    Rating of Perceived Exertion (RPE)

  40. Perceived exertion for each game played

    Time frame: Day 10

    Rating of Perceived Exertion (RPE)

  41. Perceived exertion for each game played

    Time frame: Day 11

    Rating of Perceived Exertion (RPE)

  42. Perceived exertion for each game played

    Time frame: Day 12

    Rating of Perceived Exertion (RPE)

  43. Acceptability, appropriateness, and feasibility of the AVG intervention

    Time frame: Week 6

    AIM-IAM-FIM survey

  44. Participant feedback regarding the intervention

    Time frame: Week 6

    Semi-structured interview

Sponsors and collaborators

Lead sponsor

University of Alabama at Birmingham

Other

Registry information

Official study title

Feasibility of An Active Video Gaming Intervention to Improve Health and Function in Adults With Mobility Impairments

Important dates

Study start
2023
Primary completion
2024
Study completion
2025
First posted
Apr 4, 2022
Registry last updated
Apr 23, 2026

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

Published trials that share one or more normalized conditions with this study.