Effects of the Nintendo Wii Fit Game Training on Balance
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|ClinicalTrials.gov Identifier: NCT03983642|
Recruitment Status : Completed
First Posted : June 12, 2019
Last Update Posted : June 12, 2019
|Condition or disease||Intervention/treatment||Phase|
|Balance; Distorted||Device: Wii balance board||Not Applicable|
Show Detailed Description
|Study Type :||Interventional (Clinical Trial)|
|Actual Enrollment :||60 participants|
|Intervention Model:||Parallel Assignment|
|Masking:||Single (Outcomes Assessor)|
|Official Title:||Effects of the Nintendo Wii Fit Game Training on Balance Among Lebanese Elderly|
|Actual Study Start Date :||July 1, 2018|
|Actual Primary Completion Date :||September 20, 2018|
|Actual Study Completion Date :||September 20, 2018|
Experimental: Intervention group
The intervention group received a session of 40min for an 8 weeks' period. Both games requested the participants to stand on a balance board in front of the television, without shoes, while trying to control their avatars by shifting their body weights.
Device: Wii balance board
Numerous video games exist to interact with the Wii Balance Board. One game that has been used in prior balance studies is Wii Fit.
On the first 4 weeks, balance training started with "Soccer Heading" game. The participants were asked to control their avatar by leaning to left or to the right in order to avoid the objects that were thrown towards them, and try to score the balls inside the net. The participants performed 3 sets of 5 rounds (2min each), totaling 30 min, and rested for 1 min between each set.
"Table Tilt" game continued for the remaining 4 weeks. Participants tried to enter balls into the holes by shifting their body weight on the balance board causing it to tilt in all directions. This game was divided into multiple levels of 30 seconds each, repeated over 30 min, with a one-minute rest interval between every 10 minutes of training. Moreover, 20 extra seconds were added each time a participant has won a level.
No Intervention: Control group
Participants in the control group were followed-up by an assessor, who made sure that they will not get involved in any type of training program during the eight weeks' period of the trial.
- Timed Up and Go (TUG) test- Change [ Time Frame: "Baseline and after 8 weeks" ]
The TUG test is a simple yet effective test that assesses a person's balance in mobility. The participant is asked to sit on a chair, rise up, walk three meters, turn around and return to sit on the chair. The time was measured using a stopwatch in seconds. Normative values for age groups were as follows: (a) 60-69 years between 7.1 - 9.0 seconds; b) 70-79 years between 8.2 - 10.2 seconds; and c) 80-99 years between 10.0 - 12.7 seconds. Participants who finished with a score above 14 seconds were associated with high risks of falls (Bohannon, 2006).
Intratester and intertester reliability have been reported as high in elderly populations (ICC = 0.92-0.99) (Steffen, Hacker, & Mollinger, 2002).
- Nintendo Wii Balance Board (NWBB)- Change [ Time Frame: "Baseline and after 8 weeks" ]
The NWBB (Nintendo, Kyoto, Japan), is a 26 cm× 44 cm rigid low-cost force platform with four uni-axial vertical force transducers located in the feet at the corners of the board, one transducer per foot. Each transducer is a load cell consisting of a metal bar with a strain gauge that converts applied force to a voltage that is digitized and transmitted wirelessly by electronics in the NWBB (Ogasawara, 2012). To collect data from the NWBB, data was streamed to a computer (Lenovo, Windows 10) using the Bluetooth HID wireless protocol and custom programs written in Java (Oracle) and Matlab (Mathworks, Natick, MA).
Good-to-excellent test-retest reproducibility has been demonstrated during static bilateral stance (Clark et al., 2010). Similarly, the inter-rater reliability (ICC: 0.79-0.89) was considered high in terms of COP path length and COP velocity (Ogasawara, 2012). In addition, good-to-excellent concurrent validity was observed (Clark et al, 2010).
- Montreal Cognitive Assessment (MoCA) test [ Time Frame: "Baseline" ]
The MoCA was designed as a rapid screening instrument for mild cognitive dysfunction. It is a brief (30-question) test that takes around 10 to 12 minutes to administer. MoCA evaluates different types of cognitive abilities (Nasreddine et al., 2005).
MoCA is scored by adding the total scores of items and the authors stated that a clinical cutoff score of 26 or above was to be considered normal. It was influenced by education, prompting the authors to recommend adding one point to the cut score for elders with over 12 years of education (Nasreddine et al., 2005). Subsequent studies have demonstrated a trend characterized by high sensitivity and low specificity for the MoCA. At a cutoff of 26, the MoCA yielded high sensitivity but low specificity, however, when a cut score of 23 was used, both sensitivity and specificity were excellent (0.96 and 0.95, respectively) (Luis, Keegan, & Mullan, 2009).
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 ClinicalTrials.gov identifier (NCT number): NCT03983642
|Lebanese German University|
|Jounieh, Keserwan, Lebanon, 00961|