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Completed

NCT Number: NCT01735981

The Effect of Video Game Exercise on Dynamic Balance and Gait in Individuals With Huntington's Disease

To examine the benefits of using a video-game, Dance, Dance, Revolution, as an exercise modality to improve gait and balance in individuals with Huntington's disease.

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Key information

About this study

The primary purpose of this study was to determine the effectiveness of a therapist-guided Video-game Biofeedback Modulated Exercise (ViBE) program administered via Dance Dance Revolution to improve dynamic balance, gait and mobility in individuals with Huntington's Disease. Secondary aims were to explore whether the ViBE intervention would improve quality of life, fall risk, and neuropsychological functions. The investigators hypothesized that the video-game program would lead to greater improvements in walking, dynamic balance, quality of life, fall risk, and neuropsychological function than a control handheld video game program. Since motivation is essential to the long-term maintenance of an exercise program the investigators were also interested in finding out how successful people with Huntington's Disease were at playing Dance Dance Revolution, what their perceptions were of playing the game, and whether they thought that it was beneficial

Who can participate

Healthy volunteers accepted: No

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

Inclusion criteria

  • adults 18 - 79 with a diagnosis of Huntington's disease

Exclusion criteria

  • cannot walk 10 feet without assistance, any other neurologic condition

Treatment and study plan

Video game exercise using Dance Dance Revolution

Other

use of the video-game, Dance, Dance Revolution as an exercise to improve gait and balance

Other names: exercise, video-game based exercise

hand-held video game

Other

hand-held video games

Primary outcomes

  1. Gait Parameters

    Time frame: 6 weeks

    utilized GAITRite to obtain spatiotemporal measures of gait: forward velocity.

  2. Gait Parameters

    Time frame: 6 weeks

    utilized GAITRite to obtain spatiotemporal measures of gait: forward stride length.

  3. Gait Parameters

    Time frame: 6 weeks

    utilized GAITRite to obtain spatiotemporal measures of gait: forward swing percent.

  4. Gait Parameters

    Time frame: 6 weeks

    utilized GAITRite to obtain spatiotemporal measures of gait: forward double support percent.

  5. Gait Parameters

    Time frame: 6 weeks

    utilized GAITRite to obtain spatiotemporal measures of gait: forward heel to heel base of support.

  6. Gait Parameters

    Time frame: 6 weeks

    utilized GAITRite to obtain spatiotemporal measures of gait: backwards velocity.

  7. Gait Parameters

    Time frame: 6 weeks

    utilized GAITRite to obtain spatiotemporal measures of gait: backwards stride length.

  8. Gait Parameters

    Time frame: 6 weeks

    utilized GAITRite to obtain spatiotemporal measures of gait: backwards swing percent.

  9. Gait Parameters

    Time frame: 6 weeks

    utilized GAITRite to obtain spatiotemporal measures of gait: backwards double support percent.

  10. Gait Parameters

    Time frame: 6 weeks

    utilized GAITRite to obtain spatiotemporal measures of gait: backwards heel to heel base of support.

  11. Gait Parameters

    Time frame: 6 weeks

    utilized GAITRite to obtain spatiotemporal measures of gait: obstacle velocity.

Secondary outcomes

  1. Tinetti Mobility Test

    Time frame: 6 weeks

    Observation of gait and balance with quantifiable 16-item assessment with an ordinal scale of 0-2 for up to a total score of 32, with higher scores indicating better performance. It is reliable and predicts falls among those with Parkinson's disease and Huntington's disease.

  2. Four Square Step Test

    Time frame: 6 weeks

    Examines ability to step over an object in multiple directions and is timed. Participants are instructed to step over a cane into each square in a specific order. Faster times indicate better balance. It has been shown to predict falls in the elderly.

  3. Activities-Specific Balance Confidence Scale

    Time frame: 6 weeks

    Individuals rate their balance confidence from 1-100 on 16 tasks and total score is the mean; higher scores indicate greater confidence and lower fall risk. The Activities-Specific Balance Confidence Scale is reliable and valid in elderly and neurological populations.

  4. World Health Organization Quality of Life

    Time frame: post intervention and post hand-held game, each lasts 6 weeks

    This questionnaire is a measure of quality of life addressing 4 domains including physical, psychological, social, and environment health. Responses on 26 items are on a five-point scale (from 1 = very dissatisfied to 5 = very satisfied) and each item is added to achieve a total score for each domain. The mean score for each domain is calculated then multiplied by 4 to get the domain score which are then transformed to a scaled score of 0-100 comparable to the original WHOQOL-100 therefore a total score between 0-400 with high scores indicating better quality of life. The WHOQOLBref has good reliability and validity.

Sponsors and collaborators

Lead sponsor

Anne Kloos

Other

Registry information

Official study title

The Effect of Video Game Biofeedback Modulated Exercise (ViBE)on Dynamic Balance and Gait in Individuals With Huntington's Disease

Important dates

Study start
2008
Primary completion
2010
Study completion
2012
First posted
Nov 28, 2012
Registry last updated
Aug 9, 2021

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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