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Completed

NCT Number: NCT02994199

Use of Adapted Controllers for Active Video Gaming in People With Physical Disabilities

The purpose of this study is to compare the effectiveness of off-the-shelf (OTS) and adapted game controllers on quality of game play, enjoyment, and energy expenditure during active video gaming in persons with mobility impairments. The controllers to be evaluated include off-the-shelf and adapted gaming mats and off-the-shelf and adapted Wii Fit balance boards.

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Key information

Conditions

Age range

10 year–60 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

About this study

Previous studies have shown that individuals with disabilities have lower levels of physical activity and fitness and higher levels of obesity compared to their non-disabled peers. Research has also shown that engaging this population in physical activity can be extremely challenging due to physical impairments associated with their disability, as well as fewer opportunities to participate.

Active video games (AVG), also known as exergames, are a category of video games that require much more body motion for successful play than the traditional pushbutton or joystick actions. The recent introduction of motion controlled AVGs allow a much greater variety of physical activity to be part of play. These games hold promise for promoting higher levels of energy expenditure, weight management and fitness. However, many current AVGs are inaccessible or offer limited play options for individuals who are unable to stand, have balance issues, poor motor control, or cannot use their lower body to perform game activities. Making AVGs accessible to people with disabilities offers an innovative approach to overcoming various barriers to participation in beneficial physical activity.

A recent publication by Dr. Rimmer in the Physical Medicine and Rehabilitation journal examining the use of AVGs as a means to increase energy expenditure in non-ambulatory young adults with disabilities suggested that clinically significant increases in energy expenditure could be achieved with AVGs.

Who can participate

Healthy volunteers accepted: No

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

Inclusion criteria

  • Potential participants must have a confirmed diagnosis of lower extremity mobility disability (e.g., spina bifida, cerebral palsy, muscular dystrophy,1 year post spinal cord injury, multiple sclerosis, stroke, or limb loss) with partial or full use of upper extremities and use of an assistive device (manual wheelchair, walker, crutches, or canes) for balance and/or mobility or should have gait deviation.
  • Participants must be between the ages of 10 and 60 yrs, and not weigh more than 350 pounds.

Exclusion criteria

  • Unstable cardiovascular conditions as identified by their physician.
  • Weight over 350 pounds
  • Visual impairment that interferes with playing video games

Treatment and study plan

Active video gaming

Other

Participants will engage in active video game play using two off-the-shelf (OTS) and two adapted controllers using the Wii gaming console. Controllers are: OTS balance board, OTS gaming mat, Adapted balance board, Adapted gaming mat.

Primary outcomes

  1. Energy expenditure (ml/kg/min)

    Time frame: Visit 1: baseline measurement at rest

    Measured using a portable metabolic system

  2. Energy expenditure (ml/kg/min)

    Time frame: Visit 2: during game play

    Measured using a portable metabolic system

  3. Energy expenditure (ml/kg/min)

    Time frame: Visit 3: during game play

    Measured using a portable metabolic system

Secondary outcomes

  1. Enjoyment

    Time frame: Visit 2: following first game set

    Participants will complete the Physical Activity Enjoyment Scale (PACES)

  2. Enjoyment

    Time frame: Visit 2: following second game set

    Participants will complete the Physical Activity Enjoyment Scale (PACES)

  3. Enjoyment

    Time frame: Visit 3: following first game set

    Participants will complete the Physical Activity Enjoyment Scale (PACES)

  4. Enjoyment

    Time frame: Visit 3: following second game set

    Participants will complete the Physical Activity Enjoyment Scale (PACES)

  5. Quality of game play

    Time frame: Visit 2: following first game set

    Subjective evaluation by the tester: degree of general game manipulation in comparison to able-bodied gamer; Likert scale 0 (unable) to 5 (excellent)

  6. Quality of game play

    Time frame: Visit 2: following second game set

    Subjective evaluation by the tester: degree of general game manipulation in comparison to able-bodied gamer; Likert scale 0 (unable) to 5 (excellent)

  7. Quality of game play

    Time frame: Visit 3: following first game set

    Subjective evaluation by the tester: degree of general game manipulation in comparison to able-bodied gamer; Likert scale 0 (unable) to 5 (excellent)

  8. Quality of game play

    Time frame: Visit 3: following second game set

    Subjective evaluation by the tester: degree of general game manipulation in comparison to able-bodied gamer; Likert scale 0 (unable) to 5 (excellent)

  9. Controller usability

    Time frame: At the completion of Visit 2

    Participants will complete the System Usability Scale

  10. Controller usability

    Time frame: At the completion of Visit 3

    Participants will complete the System Usability Scale

Sponsors and collaborators

Lead sponsor

University of Alabama at Birmingham

Other

Collaborators

  • National Institute on Disability, Independent Living, and Rehabilitation Research

Registry information

Official study title

Use of Adapted Controllers for Active Video Gaming (Interactive Exercise and Recreation Technologies and Exercise Physiology Benefiting People With Disabilities)

Important dates

Study start
2016
Primary completion
2016
Study completion
2021
First posted
Dec 15, 2016
Registry last updated
Feb 15, 2022

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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