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Comparing Video Game Exercises to Traditional Balance Training for Improving Balance in Older Adults

EXERGAMING VERSUS CONVENTIONAL BALANCE EXERCISES ON BALANCE COMPROMISED GERIATRIC POPULATIONS: A RANDOMIZED CLINCAL TRIAL - NIL

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
CTRI
Registry ID
CTRI/2025/08/092900
Enrollment
46
Registered
2025-08-12
Start date
Unknown
Completion date
Unknown
Last updated
2025-08-18

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Interventions

Intervention1: EXERGAMING EXPERIMENT GROUP A: Participants in the experimental group will undergo Nintendo Wii Fit based balance training for 8 weeks, with 3 sessions per week. Each session will last

Sponsors

CAUVERY COLLEGE OF PHYSIOTHERAPY
Lead Sponsor

Eligibility

Inclusion criteria

Inclusion criteria: 1.Age between 60 and 80 years. 2.Moderate balance impairment Berg Balance Scale score 21 40. 3.Ability to walk independently or with minimal assistance. 4.Both male and female participants. A score of greater than 23 on the Falls Efficacy Scale International FES I indicating fear of falling.

Exclusion criteria

Exclusion criteria: 1.Musculoskeletal impairments. 2. Vestibular or visual deficits. 3.Inability to walk. 4. Postural hypotension. 5. Presence of pacemakers or history of seizures.

Design outcomes

Primary

MeasureTime frame
BERG BALANCE SCALETimepoint: BASELINE DAY-0,POST INTERVENTION DAY 42

Secondary

MeasureTime frame
FALL EFFICACY SCALETimepoint: BASELINE DAY-0,POST INTERVENTION DAY 42

Countries

India

Contacts

Public ContactTHANSIL M S

CAUVERY COLLEGE OF PHYSIOTHERAPY MYSORE., RGUHS UNIVERSITY BANGLORE

rakeshmanju098@gmail.com7795771545

Outcome results

None listed

Source: CTRI (via WHO ICTRP) · Data processed: Feb 4, 2026