Gamification exercise through a videogame
OtherDifferent exercises will be performed through a videogame.
NCT Number: NCT06526975
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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Notify Me60 year–105 year
All sexes
Interventional
Not applicable
Nueva Esperanza Nursing Home, Fuensalida, Toledo, Spain
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.
Healthy volunteers accepted: No
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
Different exercises will be performed through a videogame.
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
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
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
Time frame: 24 and 48 hours post-intervention
It will be measured using Hooper and Mackinnon wellness questionnaire. Higher values indicate worse perceived effects.
University of Castilla-La Mancha
Other
Study of Different Exercise Doses Through Digital Gamification in Older Adults
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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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