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OpenTrials
Completed

NCT Number: NCT06526975

Study of Different Exercise Doses Through Videogames in Older Adults

The objective of this clinical trial is to assess the feasibility of applying different gamified exercises doses in older adults. It will also learn from possible adverse effects of the intervention.

The main questions this clinical trial aims to answer are:

* Are there any differences between heart rate, perceived exertion and enjoyment between groups? * Are there any adverse effects? What is the magnitude of these adverse effects? * Are there any correlations between gamification time and the occurrence of adverse effects?

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Key information

Conditions

Age range

60 year–105 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Nueva Esperanza Nursing Home, Fuensalida, Toledo, Spain

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About this study

A randomised clinical trial will be conducted in which the use of exercise doses between 10 and 30 will be tested. Participants will be recruited from Nueva Esperanza nursing home, Fuensalida, Toledo. The study will be conducted according to the CONSORT statement for clinical, crossover and parallel trials.

The study will have a total of two experimental groups, with different intervention times, between 10 and 30 minutes, respectively, using a mobile application. The intervention will consist of performing exercise in pairs in a single bout during the mentioned times.

Who can participate

Healthy volunteers accepted: No

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

Inclusion criteria

  • subjects over 60 years of age
  • score equal to or greater than 20 on the Mini Mental cognitive test
  • Subjects that present the ability to stand without the use of technical aids or with the technical assistance of a device used for walking.

Exclusion criteria

  • severe visual impairment
  • medical contraindication for physical activity
  • pathology or problem that could prevent the test from being carried out.

Treatment and study plan

Gamification exercise through a videogame

Other

Different exercises will be performed through a videogame.

Primary outcomes

  1. Heart Rate

    Time frame: Heart rate is measured thourought the intervention, once the intervention is finished (10 to 30 minutes) recording of heart rate will stop.

    Heart rate will be measured using polar H10

  2. Rate of perceived exertion

    Time frame: RPE will be measured at half time and once the intervention is finished for both groups.

    Rate of perceived exertion will be measured using Borg (RPE 6-20). Higher values indicate higher levels of perceived exertion

  3. Exercise satisfaction

    Time frame: It will be measured on the same day intervention finishes, up to 5 hours post-intervention.

    It will be measured using Physical Activity Enjoyment Scale (PACES). Higher values indicate higher percieved satisfaction/ enjoyment

  4. Adverse effects

    Time frame: 24 and 48 hours post-intervention

    It will be measured using Hooper and Mackinnon wellness questionnaire. Higher values indicate worse perceived effects.

Sponsors and collaborators

Lead sponsor

University of Castilla-La Mancha

Other

Registry information

Official study title

Study of Different Exercise Doses Through Digital Gamification in Older Adults

Important dates

Study start
2024
Primary completion
2024
Study completion
2024
First posted
Jul 30, 2024
Registry last updated
Nov 12, 2024

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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