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Exercise Intensity and Video Games: Persons Post-stroke

Exercise Intensity During Interactive Video Games and Standard of Care of Individuals Post-Stroke

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04538326
Enrollment
15
Registered
2020-09-04
Start date
2017-05-01
Completion date
2018-08-30
Last updated
2020-09-04

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

Conditions

Stroke

Keywords

active video games, virtual reality, exercise intensity, Parkinson Disease

Brief summary

Persons post stroke executed stepping activities under four conditions: standard of care, interacting with: an off-the-shelf Microsoft-Kinect game, with a self-paced repeated custom video game and a game-paced random custom video game. Exercise intensity (neuromuscular and cardiovascular), enjoyment and perceived effort were measured during and after each condition.

Detailed description

Persons post stroke were first familiarized with the four exercise conditions and then instrumented with a metabolic system and heart rate sensor. They played the games in two counter balanced blocks: repeated (standard of care and self-paced repeated custom) and random (Microsoft-Kinect game and game-paced random custom). Games were played for 8.5 minutes with ten minutes of rest in between so they could return to physiological baseline. During exercise they reported exertion and at the end of teach exercise trial they completed an enjoyment questionnaire. At the end of the first block, participants removed the metabolic system's mask and were assessed for motor recovery. Performances were video taped. At the end of data collection preferences for the activities were ranked and participants answered open ended questions. Data for neuromuscular and cardiovascular intensity, enjoyment and perceived effort were reduced and analyzed using a Repeated Measures Analysis of Variance (RMANOVA) with the appropriate post-hoc corrections. Where possible clinically meaningful changes were calculated.

Interventions

BEHAVIORALExercise

Participants performed stepping movements that were either cued by the investigator or interacted with a video game. There were three video game exercises that all involved stepping in either a repeated or a random pattern that was either self-paced or game paced.

Sponsors

Rutgers, The State University of New Jersey
Lead SponsorOTHER

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
OTHER
Masking
NONE

Masking description

Participants were told that the purpose of the study was to learn more about what type of exercise they liked. There was no indication that intensity was an outcome measure.

Intervention model description

Repeated measures, counter-balanced

Eligibility

Sex/Gender
ALL
Age
19 Years to 80 Years
Healthy volunteers
No

Inclusion criteria

* men and women post-stroke at least six months T * able to ambulate 100 feet without physical assistance but allowed to use assistive devices and orthotics, * able to stand for 3 minutes. * cleared for exercise with the PARQ.

Exclusion criteria

1. history of severe heart disease, heart attack, valve replacement or coronary artery bypass surgery, severe lung disease, uncontrolled diabetes, traumatic brain injury or neurological disorder other than stroke 2. Are unable to follow directions. 3. Do not have adequate vision and hearing ability (either aided or unaided with glasses, contacts or hearing aids 4. Are unable to sign a consent form. 5. Unstable medical condition or musculoskeletal disorder such as severe arthritis, knee surgery, hip surgery, or any other condition that the investigators determine would impair the ability to perform the required stepping for the games presented. 6. Any other medical condition contraindications to exercise.

Design outcomes

Primary

MeasureTime frameDescription
Borg Rate if Perceived Exertion ScaleCollected three times (at the beginning, middle and end) of each of the four exercise bouts during a single two hour sessionMeasures perception of effort on a scale of 6-20
Cardiovascular intensity (metabolic Units)collected continuously during each of the four conditions. Collected in a single 2 hour sessionmetabolic units measured continuously during each exercise bout
Cardiovascular intensity (Percent of maximum heart rate)collected continuously during each of the four conditions. Collected in a single 2 hour sessionthe percent of the maximum heart rate
Enjoymentfour times collected in a single 2 hour session (once at the completion of each the four conditions).measured with the PACES questionnaire after each exercise bout
Neuromuscular intensitycollected continuously during each of the four conditions. Collected in a single 2 hour sessionmovement repetitions (stepping and marching) measured through video tape measured continuously during each exercise bout

Secondary

MeasureTime frameDescription
Preference rankingcollected once at the end of the completed data collection of a 2 hour sessionranking exercise preference from highest (1) to lowest (4)
Fugl Meyer Motor Assessment Scale_ Lower Extremity Sectioncollected once during the single 2 hour data collection sessionmeasure of lower extremity motor recovery

Other

MeasureTime frameDescription
Open ended questionscollected once during a single 2 hour data collection sessionquestions about preference and exertion and anything else the participants wants to share

Countries

United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 23, 2026