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Use of Adapted Controllers for Active Video Gaming in People With Physical Disabilities

Use of Adapted Controllers for Active Video Gaming (Interactive Exercise and Recreation Technologies and Exercise Physiology Benefiting People With Disabilities)

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT02994199
Enrollment
105
Registered
2016-12-15
Start date
2016-01-31
Completion date
2021-12-31
Last updated
2022-02-15

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

Conditions

Physical Disability

Keywords

Active video gaming, Energy expenditure

Brief summary

The purpose of this study is to compare the effectiveness of off-the-shelf (OTS) and adapted game controllers on quality of game play, enjoyment, and energy expenditure during active video gaming in persons with mobility impairments. The controllers to be evaluated include off-the-shelf and adapted gaming mats and off-the-shelf and adapted Wii Fit balance boards.

Detailed description

Previous studies have shown that individuals with disabilities have lower levels of physical activity and fitness and higher levels of obesity compared to their non-disabled peers. Research has also shown that engaging this population in physical activity can be extremely challenging due to physical impairments associated with their disability, as well as fewer opportunities to participate. Active video games (AVG), also known as exergames, are a category of video games that require much more body motion for successful play than the traditional pushbutton or joystick actions. The recent introduction of motion controlled AVGs allow a much greater variety of physical activity to be part of play. These games hold promise for promoting higher levels of energy expenditure, weight management and fitness. However, many current AVGs are inaccessible or offer limited play options for individuals who are unable to stand, have balance issues, poor motor control, or cannot use their lower body to perform game activities. Making AVGs accessible to people with disabilities offers an innovative approach to overcoming various barriers to participation in beneficial physical activity. A recent publication by Dr. Rimmer in the Physical Medicine and Rehabilitation journal examining the use of AVGs as a means to increase energy expenditure in non-ambulatory young adults with disabilities suggested that clinically significant increases in energy expenditure could be achieved with AVGs.

Interventions

Participants will engage in active video game play using two off-the-shelf (OTS) and two adapted controllers using the Wii gaming console. Controllers are: OTS balance board, OTS gaming mat, Adapted balance board, Adapted gaming mat.

Sponsors

National Institute on Disability, Independent Living, and Rehabilitation Research
CollaboratorFED
University of Alabama at Birmingham
Lead SponsorOTHER

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
OTHER
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
10 Years to 60 Years
Healthy volunteers
No

Inclusion criteria

* Potential participants must have a confirmed diagnosis of lower extremity mobility disability (e.g., spina bifida, cerebral palsy, muscular dystrophy,1 year post spinal cord injury, multiple sclerosis, stroke, or limb loss) with partial or full use of upper extremities and use of an assistive device (manual wheelchair, walker, crutches, or canes) for balance and/or mobility or should have gait deviation. * Participants must be between the ages of 10 and 60 yrs, and not weigh more than 350 pounds.

Exclusion criteria

* Unstable cardiovascular conditions as identified by their physician. * Weight over 350 pounds * Visual impairment that interferes with playing video games

Design outcomes

Primary

MeasureTime frameDescription
Energy expenditure (ml/kg/min)Visit 1: baseline measurement at restMeasured using a portable metabolic system

Secondary

MeasureTime frameDescription
EnjoymentVisit 2: following first game setParticipants will complete the Physical Activity Enjoyment Scale (PACES)
Quality of game playVisit 2: following first game setSubjective evaluation by the tester: degree of general game manipulation in comparison to able-bodied gamer; Likert scale 0 (unable) to 5 (excellent)
Controller usabilityAt the completion of Visit 2Participants will complete the System Usability Scale

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 26, 2026