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Can Entertaining Action-video Games Enhance Dynamic Visual Function and Improve Balance? A Randomized Controlled Trial.

Can Entertaining Action-video Games Enhance Dynamic Visual Functions and Improve Balance? A Randomized Controlled Trial.

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT02252874
Enrollment
160
Registered
2014-09-30
Start date
2014-09-30
Completion date
2017-06-30
Last updated
2018-02-23

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

Conditions

Vision, Balance and Falls in Older Adults

Keywords

balance, visual function, community-dwelling older adults, action video-game

Brief summary

This project is aimed to find out whether action video games can enhance dynamic visual function and improve balance function in the community-dwelling older adults. It is also aimed to examine the relationship between dynamic visions and balance functions.

Detailed description

Balance control is an important component even in a very simple daily task like walking. However, as we age, our physical and visual function would gradually deteriorate even in the absence of health or eye problems. Improving elderly balance control through different training is one way to prevent falls. In our project, we investigate the use of action video games, which is easy-to-find and entertaining, as a visual function trainer to improve balance of older adults. We hypothesize that the training would show an improvement in both balance and dynamic vision. Our primary hypothesis is that postural sway in static and dynamic balance measures will improve after action video-game intervention. For secondary outcome measures, we hypothesize that the training will improve dynamic visual function (as measured by dynamic visual acuity and dynamic contrast sensitivity), and visual attention measures (as measured by useful field of view, multiple object tracking and spatial attention).

Interventions

BEHAVIORALSlow-paced action video game

20 hours slow-paced action video games

BEHAVIORALFast-paced action video game

20 hours fast-paced action video games

BEHAVIORALControl

20 hours leisure activities

Sponsors

University of Waterloo
CollaboratorOTHER
University of California, Berkeley
CollaboratorOTHER
The Hong Kong Polytechnic University
Lead SponsorOTHER

Study design

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

Eligibility

Sex/Gender
ALL
Age
60 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

* Ability to understand and speak Cantonese * No formal training or regular practice of balance function (e.g. Tai-chi) * Little and preferably no video-game experience * Best corrected distance acuity of 0.2 logMAR or better

Exclusion criteria

* Any diagnosed ocular diseases and ocular-motor abnormalities * Suffering form severe medical problems or self reported neurological or cognitive disorders * Suffering from physical impairments or physical limitations restricting them from training * Having self reported vestibular or cerebellar dysfunction, history of vertigo or severe hearing loss * Suffering from crippling arthritis, or a recent fracture of lower limb * Planned major surgery during the trial

Design outcomes

Primary

MeasureTime frameDescription
Static and dynamic postural sway on forced platformChange from baseline at week 8 and change from baseline at week 161. Static Balance - postural sway when standing on firm or foam surface. 2. Dynamic Balance: 1. Limits of stability (LOS) 2. Sequential weight shifting test (SWS)

Secondary

MeasureTime frameDescription
Grating visual acuity at different moving speedsChange from baseline at week 8 and change from baseline at week 16Dynamic visual function measure - Grating visual acuity is measured with different moving speeds
Useful Field of View (UFOV)Change from baseline at week 8 and change from baseline at week 16One of the visual attention measures - Useful Field of View (UFOV)
Multiple tracking objects (MOT)Change from baseline at week 8 and change from baseline at week 16One of the visual attention measures - Multiple tracking objects (MOT)

Countries

China

Outcome results

None listed

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