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The Impact of Xbox Kinect Games on the Static and Dynamic Balance of Autism Children

Impact of Active Video Games (Xbox Kinect) on Static and Dynamic Balance in Children with Autism Spectrum Disorder

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
IRCT
Registry ID
IRCT20191009045039N1
Enrollment
16
Registered
2019-10-21
Start date
2019-10-14
Completion date
Unknown
Last updated
2019-11-05

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

Conditions

Autism Neural Developmental Disorder.

Interventions

Intervention group: Use Xbox Kinect games for 16 sessions..

Sponsors

The University of kharazmi
Lead Sponsor

Eligibility

Sex/Gender
All
Age
4 Years to 12 Years

Inclusion criteria

Inclusion criteria: No visual impairment No orthopedic problems No cardiovascular problems

Exclusion criteria

Exclusion criteria: There are up to 3 times absence during the intervention Existence of obvious abnormalities Vestibular system disorder and body sensations

Design outcomes

Primary

MeasureTime frame
Static and dynamic balance score. Timepoint: The static and dynamic balance measurement sessions were active at baseline (before intervention) and after 16 sessions of video game exercises. Method of measurement: How to measure static balance is a Modified Stork Test. How to measure dynamic balance is a Walking heel to Toe Test.

Countries

Iran (Islamic Republic of)

Contacts

Public ContactNeda Ghobadi

Education

nedaghobadikhu@gmail.com+98 11 4201 1632

Outcome results

None listed

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