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

Full Title Interactive Computer Game Exercise Regime, Effects on Balance Impairment in Frail Community-Dwelling Older Adults. A Randomized Controlled Trial

Status
Completed
Phases
Phase 2
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT01381237
Enrollment
30
Registered
2011-06-27
Start date
2007-08-31
Completion date
2008-08-31
Last updated
2011-06-27

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

Conditions

Mobility Limitation

Keywords

Balance, Postural, Rehabilitation, Therapy, computer-assisted, Video Games, Center of Pressure

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.

Interventions

BEHAVIORALgame-based balance exercises

16 sessions, scheduled two per week, each lasting 45 minutes.

Sponsors

University of Manitoba
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
SINGLE (Outcomes Assessor)

Eligibility

Sex/Gender
ALL
Age
65 Years to 85 Years
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.

Design outcomes

Primary

MeasureTime frameDescription
Standing Balance5 weekstimed performance and ordinal scales

Secondary

MeasureTime frameDescription
Gait speed5 weeks
Spatial-temporal gait variables5 weeksdistance and time

Countries

Canada

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026