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The use of a virtual reality video dance game for the training of motor control in elderly

The use of a virtual reality video dance game for the training of motor control in elderly: a two-groups pre-test post-test controlled experimental design

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
ISRCTN
Registry ID
ISRCTN05545178
Enrollment
46
Registered
2011-03-10
Start date
2009-02-01
Completion date
Unknown
Last updated
2015-01-13

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

Conditions

Geriatrics related conditions Signs and Symptoms Geriatrics related conditions

Interventions

1. Computer Game Exercise Program: Participants allocated to computer game (CGame) underwent a regimen of twice weekly progressive resistance training of the core and lower extremities muscle groups,
mean = 115 BPM). Songs were edited into 30 seconds (30-s) segments and individualised files comprising dance steps synchronised to the music were created. Each 30-s segment was triplicated, resulting

Sponsors

Swiss Federal Institute of Technology Zurich (ETH Zürich) (Switzerland)
Lead Sponsor

Eligibility

Sex/Gender
All

Inclusion criteria

Inclusion criteria: 1.Residential status 2. Age over 65 years 3. Signed informed consent statement 4. Ability to walk 6 m and stand upright for at least 5 minutes

Exclusion criteria

Exclusion criteria: 1. Severe cognitive impairment (Mini-Mental State Examination below 22 points) 2. Rapidly progressive or terminal illness, acute illness or unstable chronic illness 3. Had impaired vision that prevented them to watch a wall screen projection

Design outcomes

Primary

MeasureTime frame
1. Gait was measured with a GAITRite instrumented walkway (CIR Systems, USA) before and after twelve weeks of training. The GAITRite system provided temporal (time) and spatial (distance) gait parameters via an electronic walkway connected to the serial port of a personal computer. The GAITRite walkway contained sensor pads encapsulated in a roll-up carpet with an active area of 7.3 m long. As the subject walked through the walkway, the sensors captured each footfall as a function of time and transferred the gathered information to a personal computer to process the raw data into footfall patterns. The GAITRite walkway was extended with a 2.5 meter carpet at the end and beginning of the active area to eliminate the effect of acceleration or deceleration and allow for steady state gait assessment. 2. For each subject the relative dual task costs (DTC) of walking was calculated, as percentage of loss relative to the single-task walking performance, according to the formula DTC [%] = 100 * (single-task score - dual-task score)/single-task score.

Secondary

MeasureTime frame
1. Physical performance (ETGUG) The Expanded Timed Get-up-and-Go (ETGUG) test measures the overall time to complete a series of functionally important tasks. The ETGUG test is a sensitive and objective assessment of physical function. 2. Fear of falling: The Falls Efficacy Scale International (FES-I) questionnaire was used as a measure of ?concern? about falling to determine the transfer effects of training to activities of daily living. This scale assesses both easy and difficult physical activities and social activities with a scale of: 1 = not at all concerned, 2 = somewhat concerned, 3 = fairly concerned, 4 = very concerned.

Countries

Switzerland

Outcome results

None listed

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