Skip to content

Development of An Exergame for Caregivers of Individuals With Alzheimer's Disease or Related Dementias

Development of An Exergame for Caregivers of Individuals With Alzheimer's Disease or Related Dementias

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03124550
Enrollment
18
Registered
2017-04-24
Start date
2017-05-11
Completion date
2019-09-20
Last updated
2020-10-22

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

Conditions

Sedentary Lifestyle, Stress, Psychological

Keywords

Caregivers, Exercise, Behavior Change

Brief summary

The study goal is to evaluate user experience with our developed exergame, which was designed to increase physical activity, exercise self-efficacy, and social connections among caregivers of individuals with Alzheimer's disease (AD) or related dementias. Participants will use this garden-themed exergame for six weeks. Tailoring an exergame for caregivers of AD or related dementias has the potential to increase physical activity and to improve overall health and well-being in this vulnerable population, which in turn can benefit the patients for whom they provide care. All study sessions be held at a location convenient to participants.

Detailed description

The number of Alzheimer's Disease (AD) caregivers providing informal care for family members is rising dramatically, and supportive programs are vitally needed. Caregivers of AD patients have relatively high levels of stress and depression and limited physical activity and social engagement. Technology-driven programs can offer engaging, sustainable, and scalable opportunities to give caregivers critically-needed supports for health and well- being. This pilot study uses cognitive behavioral methods to develop an innovative social exergame to increase physical and social activity among AD caregivers. Leveraging wearable activity monitors, physical activity data collected throughout the day and in varied settings will serve as input to the game experience. Caregivers will assess the suitability of an exergame prototype with an array of features including (1) instructional exercise modules, (2) activity data visualizations, (3) digital rewards for physical activity that can be used to create virtual gardens, and (4) opportunities to connect virtually with other caregivers to share and comment on their creative products. The aim of this study is to evaluate enjoyment of the exergame and its feasibility to increase moderate and vigorous physical activity, virtual social contact, and exercise self-efficacy. A group of approximately 20 caregivers will test the exergame for six weeks on an Android smartphone. The findings will be used to develop larger-scale intervention studies to test the efficacy of the exergame in the future. Tailoring an exergame for caregivers of AD has the potential to increase physical activity and to improve overall health and well-being in this vulnerable population, which in turn can benefit the Alzheimer's patients for whom they provide care. All participants will be given a fitness tracker to keep after the study, a value of over $100! Participants will receive $5 Amazon Gift card each week upon completion of each weekly questionnaire. Participants can receive up to a $30 of Amazon Gift card upon completion of weekly questionnaire.

Interventions

BEHAVIORALExergame Experience

Fitbit Charge HR will be used to measure physical activity and sedentary behavior during waking hours. Each participant will wear a Fitbit for a period of one week at baseline and during the entire 6-week pilot study. Data on step counts, heart rate, and moderate/vigorous activity from the Fitbits will be transmitted wirelessly to our secure research server and will be used to assess changes in physical activity and sedentary behavior over the course of the study. Participants will be instructed to wear the monitor continuously on the wrist. Data will be analyzed using previously validated accelerometer count cut-points for adults after accounting for invalid data and wear time.

Sponsors

National Institute on Aging (NIA)
CollaboratorNIH
Brandeis University
Lead SponsorOTHER

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
SUPPORTIVE_CARE
Masking
NONE

Intervention model description

Participants will use the exergame for 6 weeks. Physical activity will be recorded. Participants will receive game-related rewards when they are active.

Eligibility

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

Inclusion criteria

* Be 18 years or older * Be a caregiver who spends a significant amount of time with a family member, partner, or friend with Alzheimer's Disease or related dementias. * Be able to walk for at least 20 minutes at a time * Have regular access to an Android smartphone with Internet access * Be comfortable wearing a fitness tracker for the duration of the study * Must be located in Massachusetts, New Hampshire, Rhode Island, Connecticut, or New York City

Exclusion criteria

* A recent (within the past 6 months) cardiovascular event or fall. * A score on the Short Portable Mental Status Questionnaire (SPMSQ) that indicates intellectual impairment.

Design outcomes

Primary

MeasureTime frameDescription
Number of StepsDaily for six weeksNumber of steps recorded daily from the Fitbit, weekly step averages

Secondary

MeasureTime frameDescription
Caregiver's Management of DistressBaseline (pretest) and 6 weeks from the start of the intervention (posttest)Caregiver's management of distress was measured with the amount of time caregivers spent on themselves doing leisure activities when they were under stress from caregiving. Answer choices ranged from never (1) to very often (4). A higher score indicated better management of distress.
Exercise Self-efficacyBaseline (pretest) and 6 weeks from the start of the intervention (posttest)A modified version of Bandura's Exercise Self-Efficacy scale (Bandura, 1997) was used in the current study. This 8-item scale assesses how sure one is that they would exercise under different conditions or constraints (e.g. How sure are you that you will exercise when you are feeling down or depressed?), with answer choices ranging from not sure at all (1) to very sure (4). The 8 items are averaged to create a composite score, where a higher score indicates greater exercise self-efficacy (Neupert et al., 2009).
Number of Social ContactsDaily for six weeksAverage daily number of social contacts with other caregivers using the exergame in a week

Countries

United States

Participant flow

Participants by arm

ArmCount
Exergame Experience
Participants will use the exergame for 6 weeks, during which time game telemetry data (all interactions with the software) will be automatically logged by the system. The participants will be asked to use the game at least every other day. Caregivers will be sent an email or text message to remind them to use the system if they have not done so within three days. Utilizing two-way text messaging, an experience sampling protocol will be employed: once per week, participants will be sent brief questions probing their level of satisfaction with the exergame and their level of perceived connectedness to the community of other caregivers using the exergame.
18
Total18

Baseline characteristics

CharacteristicExergame Experience
Age, Continuous49 years
STANDARD_DEVIATION 15
Age of Care Recipient80 years
STANDARD_DEVIATION 8
Caregiving Length45 Months
STANDARD_DEVIATION 33
Caregiving Time5 Days per Week
STANDARD_DEVIATION 2
Care Recipient
Friend
2 Participants
Care Recipient
Other family members
6 Participants
Care Recipient
Parent
10 Participants
Education
Completed 2 years of college, Associate Degree
1 Participants
Education
Completed 4 years college, College Degree
7 Participants
Education
Completed graduate school degree
3 Participants
Education
Completed high school or GED
4 Participants
Education
Junior high/middle school
0 Participants
Education
Less Than 7th Grade
0 Participants
Education
Some college or Vocational training
1 Participants
Education
Some high school
2 Participants
Ethnicity (NIH/OMB)
Hispanic or Latino
2 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
16 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants
Race (NIH/OMB)
Asian
3 Participants
Race (NIH/OMB)
Black or African American
5 Participants
Race (NIH/OMB)
More than one race
0 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants
Race (NIH/OMB)
Unknown or Not Reported
2 Participants
Race (NIH/OMB)
White
8 Participants
Region of Enrollment
United States
18 participants
Sex: Female, Male
Female
16 Participants
Sex: Female, Male
Male
2 Participants

Adverse events

Event typeEG000
affected / at risk
deaths
Total, all-cause mortality
0 / 18
other
Total, other adverse events
0 / 18
serious
Total, serious adverse events
0 / 18

Outcome results

Primary

Number of Steps

Number of steps recorded daily from the Fitbit, weekly step averages

Time frame: Daily for six weeks

Population: Daily step averages less than 500 steps were classified as a missing day of data. Weekly step averages were calculated for weeks with 4 or more days of valid data.

ArmMeasureGroupValue (MEAN)Dispersion
Exergame ExperienceNumber of StepsWeek 18857 Daily StepsStandard Deviation 5132
Exergame ExperienceNumber of StepsWeek 28179 Daily StepsStandard Deviation 4263
Exergame ExperienceNumber of StepsWeek 38659 Daily StepsStandard Deviation 5280
Exergame ExperienceNumber of StepsWeek 47867 Daily StepsStandard Deviation 5428
Exergame ExperienceNumber of StepsWeek 56554 Daily StepsStandard Deviation 4301
Exergame ExperienceNumber of StepsWeek 66837 Daily StepsStandard Deviation 4413
Comparison: Multilevel modeling with the LMER package in R was used to determine whether participants changed in weekly average steps over the 6-week intervention.p-value: 0.0008Multilevel Modeling
Secondary

Caregiver's Management of Distress

Caregiver's management of distress was measured with the amount of time caregivers spent on themselves doing leisure activities when they were under stress from caregiving. Answer choices ranged from never (1) to very often (4). A higher score indicated better management of distress.

Time frame: Baseline (pretest) and 6 weeks from the start of the intervention (posttest)

Population: Because of participant family emergencies, one of the participant did not get to complete the posttest. Therefore, we missed the pre and post test comparison for one participant.

ArmMeasureGroupValue (MEAN)Dispersion
Exergame ExperienceCaregiver's Management of DistressPre-test2.1 units on a scaleStandard Deviation 0.39
Exergame ExperienceCaregiver's Management of DistressPost-test2.4 units on a scaleStandard Deviation 0.3
Comparison: Pre-test and post-test comparisonp-value: 0.01t-test, 2 sided
Secondary

Exercise Self-efficacy

A modified version of Bandura's Exercise Self-Efficacy scale (Bandura, 1997) was used in the current study. This 8-item scale assesses how sure one is that they would exercise under different conditions or constraints (e.g. How sure are you that you will exercise when you are feeling down or depressed?), with answer choices ranging from not sure at all (1) to very sure (4). The 8 items are averaged to create a composite score, where a higher score indicates greater exercise self-efficacy (Neupert et al., 2009).

Time frame: Baseline (pretest) and 6 weeks from the start of the intervention (posttest)

Population: Because of participant family emergencies, one of the participant did not get to complete the posttest. Therefore, we missed the pre and post test comparison for one participant. Another participant did not fill out the pretest for the exercise self-efficacy section. Thus, we only analyzed 16 participants for exercise self-efficacy.

ArmMeasureGroupValue (MEAN)Dispersion
Exergame ExperienceExercise Self-efficacyPre-test2.59 units on a scaleStandard Deviation 1.02
Exergame ExperienceExercise Self-efficacyPost-test2.61 units on a scaleStandard Deviation 1.06
Comparison: Pre-test and post-test comparisonp-value: 0.94t-test, 2 sided
Secondary

Number of Social Contacts

Average daily number of social contacts with other caregivers using the exergame in a week

Time frame: Daily for six weeks

Population: Social contact is measured daily by the sum of number of times participants viewed, liked, added, and replied to stories, and viewed other caregivers' gardens.

ArmMeasureGroupValue (MEAN)Dispersion
Exergame ExperienceNumber of Social ContactsWeek 34.7 Daily number of social contactStandard Deviation 5.1
Exergame ExperienceNumber of Social ContactsWeek 43.7 Daily number of social contactStandard Deviation 4.6
Exergame ExperienceNumber of Social ContactsWeek 15.7 Daily number of social contactStandard Deviation 7.4
Exergame ExperienceNumber of Social ContactsWeek 24.8 Daily number of social contactStandard Deviation 5
Exergame ExperienceNumber of Social ContactsWeek 53.9 Daily number of social contactStandard Deviation 7.2
Exergame ExperienceNumber of Social ContactsWeek 63.4 Daily number of social contactStandard Deviation 6.2
Comparison: Multilevel modeling with the LMER package in R was used to determine whether participants changed in weekly number of social contact over the 6-week intervention.p-value: 0.0007Multilevel Modeling

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