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Completed

NCT Number: NCT04633590

Home-Based Exercise Gaming for Physically Inactive Individuals

Current guidelines recommend that adults undertake at least 150 minutes of moderate intensity physical activity or 75 minutes of vigorous physical activity per week. However, many adults fail to be physically active according to this definition of the World Health Organisation (WHO). This represents a large economic burden to healthcare systems and public health. A number of behavioural and environmental factors associated with modern lifestyles are largely responsible for the high levels of physical inactivity including; motorised transport and sedentary jobs, lack of time, limited access to adequate exercise facilities, lack of motivation, financial constraints and environmental factors including bad weather. In an attempt to overcome many of the common barriers to exercise, members of our research group developed a virtually-monitored exercise intervention that used simple on-the-spot bodyweight exercises to be performed in the participant's home without supervision or equipment. This home-based intervention was designed to be a practical and effective training strategy capable of producing metabolic and functional adaptions while removing many of the common barriers to exercise. Despite promising results, more engaging exercise strategies are needed to motivate sedentary individuals to increase their physical activity.

Inspired by current trends in the fitness market, Sphery Ltd. developed an immersive and motivating fitness exercise game (exergame), the "ExerCube". The ExerCube allows a full-body workout that concurrently challenges physical and cognitive functions and adapts to the fitness and skill level of the individual. The development of a home-based version of the ExerCube has the potential to make this system available to more individuals, reduce major barriers to exercise, and ultimately provide a strategy to improve cardio-metabolic health in the population. Innovative home-based exergames are particularly in demand given the increase in the number of people wanting to exercise at home due to the COVID-19 pandemic.

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Key information

Age range

18 year–55 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Department of Diabetes, Endocrinology, Nutritional Medicine and Metabolism, Inselspital, Bern University Hospital and University of Bern, Bern, Switzerland

Bern, 3010, Switzerland

About this study

Current guidelines recommend that adults undertake at least 150 minutes of moderate intensity physical activity or 75 minutes of vigorous physical activity per week. Regular physical activity improves many cardiovascular and metabolic health makers including beneficial effects on body weight, insulin sensitivity, glycaemic control, lipid profile, endothelial function and aerobic capacity. Despite overwhelming evidence that an inactive lifestyle leads to chronic disease and premature death, many adults fail to meet physical activity guidelines. Physical inactivity, defined as physical activity levels less than those required for optimal health and prevention of premature death, is a public health crisis. More than 1.4 billion adults worldwide classed as physically inactive, representing a large economic burden to healthcare systems. Clearly, new strategies are urgently needed to increase physical activity participation in the increasingly inactive population.

A number of behavioural and environmental factors associated with modern lifestyle including urbanisation, mechanisation and increased motorised transport are largely responsible for the high prevalence of physical inactivity, in addition to a number of common exercise barriers. Lack of time is cited as the main barrier to exercise as many individuals feel that increasing work hours and family commitments mean they cannot achieve the physical activity guidelines. Other common barriers within the general population include limited access to exercise facilities and appropriate equipment, difficulty with transportation, inadequate financial resources, bad weather and lack of motivation to engage in regular exercise. In an attempt to overcome many of the common barriers to exercise, members of our research group developed a virtually-monitored exercise intervention that used simple on-the-spot bodyweight exercises that could be performed in the participant's home without supervision or equipment. This home-based intervention was designed to be a practical and effective training strategy capable of producing metabolic and functional adaptions while removing many of the common barriers to exercise uptake and adherence such as "intimidating" gym environments, difficulty with access to facilities, travel time and financial constraints. Although these pilot studies successfully reduced common exercise barriers, more engaging exercise strategies are needed to increase levels of physical activity in the physically inactive population.

Inspired by current trends in the fitness market, the Swiss company Sphery Ltd. developed an immersive and motivating fitness exercise game (exergame), the "ExerCube". The ExerCube provides a full-body workout that concurrently challenges physical and cognitive functions as well as adapting to the individuals' fitness and skill level. Previous research has shown that the ExerCube is an effective training method that is more enjoyable than conventional exercise training. Development of a home-based version of the ExerCube has the potential to make this system available to more individuals, and to reduce major barriers to exercise, providing an attractive strategy to improve cardio-metabolic health of the population. Innovative home-based exergames are in demand given the increase in the number of people wanting to exercise at home due to the COVID-19 pandemic.

Who can participate

Healthy volunteers accepted: No

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

Inclusion criteria

  • Male or female
  • Aged 18-55
  • Physically inactive, defined as not meeting the exercise guidelines of 150 minutes of moderate physical activity or 75 minutes of vigorous physical activity per week
  • BMI 18.5 kg/m2 - 30 kg/m2
  • No known cardiovascular disorders
  • Able to provide written informed consent and understand instructions

Exclusion criteria

  • Overt diabetes mellitus (type 1, type 2, other forms of diabetes)
  • Pregnant, planning on becoming pregnant during the study, or breast feeding
  • Physical or psychological disease likely to interfere with the normal conduct of the study as judged by the investigator

Treatment and study plan

Home-based exergaming

Behavioral

Participants will undertake one of two 6-week training interventions. In both groups participants will be asked to train 3 times per week (18 sessions total), during which adherence to the training will be measured. To monitor adherence to training and training load (exercise completion, exercise duration and heart rate achieved during workouts) throughout the 6 weeks participants will be given a heart rate monitor.

Primary outcomes

  1. VO2max

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in maximal aerobic capacity (VO2max)

Secondary outcomes

  1. Wmax

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in maximal power output (Wmax)

  2. Adherence

    Time frame: 6 weeks of home-based exergame training

    Training adherence indicated by the number of training sessions performed over the 6 week period

  3. Adherence

    Time frame: 6 weeks of training

    Training adherence indicated by the number of training sessions in which the desired exercise intensity was achieved over the 6 week period

  4. Drop-out rate

    Time frame: 6 weeks training

    Number of participants that drop out from the study

  5. Physical Activity Enjoyment Scale (PACES) score

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in Physical Activity Enjoyment Scale (PACES) score (an 18-item scale designed to measure physical activity enjoyment)

  6. Situation Motivation Scale (SIMS)

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in Situation Motivation Scale (SIMS) score

  7. Qualitative interviews

    Time frame: Following 6 weeks of training

    Overall experience determined through qualitative interviews

  8. Immersive Experience Questionnaire (IEQ)

    Time frame: Following 6 weeks of training

    Immersive experience during home-based exergame sessions

  9. Executive Functioning

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in reaction time determined using Test for Attentional Performance

  10. Dynamic balance

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in dynamic balance determined using Y-Balance Test

  11. Whole body adipose tissue

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in whole body adipose tissue volume using InBody body composition analyser

  12. Visceral adipose tissue

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in visceral adipose tissue mass using InBody body composition analyser

  13. Fat free mass

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in fat free mass using InBody body composition analyser

  14. Blood pressure

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in blood pressure (systolic, diastolic and mean)

  15. C-reactive protein

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in C-reactive protein

  16. Total cholesterol

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in total cholesterol

  17. Low Density Lipoprotein

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in low density lipoprotein

  18. High Density Lipoprotein

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in high density lipoprotein

  19. Triglycerides

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in triglycerides

  20. HbA1c

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in HbA1c

  21. Fasting glucose concentration

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in fasting glucose concentration

  22. Fasting insulin concentration

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in fasting insulin concentration

  23. Mean daily glucose concentration and area under the glucose curve

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in mean daily glucose concentration and area under the glucose curve

  24. Coefficient of variation

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in coefficient of variation in continuous glucose monitor

  25. Mean Daily steps

    Time frame: Pre to post 6 weeks of home-based exergame training

    Change in daily steps monitored by an accelerometer in percent

Sponsors and collaborators

Lead sponsor

Insel Gruppe AG, University Hospital Bern

Other

Collaborators

  • University of Bern

Registry information

Official study title

Effects of Home-based Exercise Gaming on Cardio-Metabolic and Cognitive Health Markers in Physically Inactive Individuals

Important dates

Study start
2022
Primary completion
2023
Study completion
2023
First posted
Nov 18, 2020
Registry last updated
Mar 14, 2023

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.

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