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Comparison of Effects of Interactive Video Games in the Elderly

Comparison of Effects of Interactive Video Games and Activity Based Approaches on Mobility and General Well Being in the Elderly

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03175588
Enrollment
58
Registered
2017-06-05
Start date
2017-09-11
Completion date
2018-06-30
Last updated
2019-02-26

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

Conditions

Virtual Rehabilitation

Brief summary

The aim of this study is to assess the effectiveness of interactive video-games on mobility and wellbeing and to compare them with activity-based approaches in geriatric population. 100 people living in Bahcelievler nursing home will be evaluated and volunteers who meet the criteria will be included in the study. Persons will be placed in the study groups in consideration of their interests. One group will be included in Nintendo Wii program with balance board, which is the most frequently preferred game consoles in rehabilitation, and video-games will run for 30 minutes two days a week for 8 weeks. The other group will participate a program consisting of various physical activities for the same duration; The results of both groups will be compared with a control group.

Detailed description

100 people living in Bahcelievler nursing home will be evaluated and volunteers who meet the criteria will be included in the study. Persons will be placed in the study groups in consideration of their interests. One group will be included in Nintendo Wii program with balance board, which is the most frequently preferred game consoles in rehabilitation, and video-games will run for 30 minutes two days a week for 8 weeks. The other group will participate a program consisting of various physical activities for the same duration; The results of both groups will be compared with a control group.

Interventions

Nintendo Wii program with balance board, which is the most frequently preferred game consoles in rehabilitation will be used

Sponsors

Istanbul University
Lead SponsorOTHER

Study design

Allocation
NON_RANDOMIZED
Intervention model
PARALLEL
Primary purpose
PREVENTION
Masking
NONE

Intervention model description

There will be three groups in this study. Two intervention and one control gruop to be compared after the intervention.

Eligibility

Sex/Gender
ALL
Age
65 Years to 85 Years
Healthy volunteers
Yes

Inclusion criteria

* mini mental test score abowe 21 age between 65 and 85

Exclusion criteria

neurological disorders orthopedical problems \-

Design outcomes

Primary

MeasureTime frameDescription
Berg Balance Scale5 minuteBalance measurement

Secondary

MeasureTime frameDescription
10-meter walking test3 minutefunctional ability and balancing
WHQOL-Bref15 minutequality of life
Hamilton Depression Scale15 minuteAssessment of emotional situation

Countries

Turkey (Türkiye)

Outcome results

None listed

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