Effects of Game-based Balance Exercise for Older Adults With Fall History

The safety and scientific validity of this study is the responsibility of the study sponsor and investigators. Listing a study does not mean it has been evaluated by the U.S. Federal Government. Read our disclaimer for details. Identifier: NCT01381237
Recruitment Status : Completed
First Posted : June 27, 2011
Last Update Posted : June 27, 2011
Information provided by:
University of Manitoba

Brief Summary:

Due to the many problems associated with reduced balance and mobility, providing an effective and engaging rehabilitation regimen is essential to progress recovery from impairments and to help prevent further degradation of motor skills. The purpose was to examine effects of physical therapy based on the task-oriented approach delivered in an engaging, interactive video game paradigm. The intervention focused on performing targeted dynamic tasks, which included reactive balance controls and environmental interaction. Thirty community dwelling and ambulatory older adults attending the Day hospital for balance and mobility limitation treatment participated in this study. Participants were randomly assigned to either a control group or experimental group. The control group received the typical rehabilitation program provided at the Day Hospital, consisting of strengthening and balance exercises. The experimental group received a program of dynamic balance exercises coupled to video game play, using a centre of pressure (COP) position signal as the computer mouse. The tasks were performed while standing on a fixed floor surface with progression to a compliant sponge pad. Each group received 16 sessions, scheduled two per week, each lasting 45 minutes. Balance performance measures and spatial-temporal gait variables were obtained pre- and post-treatment Findings demonstrated significant improvements for both groups in balance performance scores post-treatment, and change scores were significantly greater in the experimental compared to control group. No significant treatment effect was observed in either group for the spatial-temporal gait variables. In conclusion dynamic balance exercises on fixed and compliant sponge surfaces were feasibly coupled to interactive game-based exercise. This in turn resulted in a greater improvement in dynamic standing balance control compared to the typical exercise program. However there was no transfer of effect to gait function.

Key Words: Balance, Postural; Rehabilitation; Therapy, computer-assisted; Video Games; Center of Pressure.

Condition or disease Intervention/treatment Phase
Mobility Limitation Behavioral: game-based balance exercises Phase 2

Study Type : Interventional  (Clinical Trial)
Actual Enrollment : 30 participants
Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: Single (Outcomes Assessor)
Primary Purpose: Treatment
Official Title: Full Title Interactive Computer Game Exercise Regime, Effects on Balance Impairment in Frail Community-Dwelling Older Adults. A Randomized Controlled Trial
Study Start Date : August 2007
Actual Primary Completion Date : August 2008
Actual Study Completion Date : August 2008

Resource links provided by the National Library of Medicine

U.S. FDA Resources

Intervention Details:
    Behavioral: game-based balance exercises
    16 sessions, scheduled two per week, each lasting 45 minutes.

Primary Outcome Measures :
  1. Standing Balance [ Time Frame: 5 weeks ]
    timed performance and ordinal scales

Secondary Outcome Measures :
  1. Gait speed [ Time Frame: 5 weeks ]
  2. Spatial-temporal gait variables [ Time Frame: 5 weeks ]
    distance and time

Information from the National Library of Medicine

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Ages Eligible for Study:   65 Years to 85 Years   (Adult, Senior)
Sexes Eligible for Study:   All
Accepts Healthy Volunteers:   No

Inclusion Criteria:

  • age: 65-85 years
  • Mini-Mental State Examination (MMSE) score > 24
  • English-speaking with the ability to understand the nature of the study and provide informed consent
  • independent in ambulatory functions, with or without an assistive device (cane or walker).

Exclusion Criteria:

  • any medical condition or disability that prevented participation in an exercise program.

Information from the National Library of Medicine

To learn more about this study, you or your doctor may contact the study research staff using the contact information provided by the sponsor.

Please refer to this study by its identifier (NCT number): NCT01381237

Canada, Manitoba
Riverview Health Centre
Winnipeg, Manitoba, Canada, R3L2P4
Sponsors and Collaborators
University of Manitoba
Principal Investigator: Tony Szturm, BSc(PT), PhD University of Manitoba

Publications automatically indexed to this study by Identifier (NCT Number):
Responsible Party: Dr. Tony Szturm, Associate Professor, Dept. of Physical Therapy, University of Manitoba Identifier: NCT01381237     History of Changes
Other Study ID Numbers: H2007-047
First Posted: June 27, 2011    Key Record Dates
Last Update Posted: June 27, 2011
Last Verified: March 2007

Keywords provided by University of Manitoba:
Video Games
Center of Pressure

Additional relevant MeSH terms:
Mobility Limitation
Signs and Symptoms