The Ohio State University Atwell Hall
Columbus, Ohio, 43210, United States
NCT Number: NCT01735981
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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Notify Me18 year–79 year
All sexes
Interventional
Not applicable
Columbus, Ohio, 43210, United States
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
Healthy volunteers accepted: No
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
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 games
Time frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: forward velocity.
Time frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: forward stride length.
Time frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: forward swing percent.
Time frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: forward double support percent.
Time frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: forward heel to heel base of support.
Time frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: backwards velocity.
Time frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: backwards stride length.
Time frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: backwards swing percent.
Time frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: backwards double support percent.
Time frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: backwards heel to heel base of support.
Time frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: obstacle velocity.
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.
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.
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.
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.
Anne Kloos
Other
The Effect of Video Game Biofeedback Modulated Exercise (ViBE)on Dynamic Balance and Gait in Individuals With Huntington's Disease
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