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Home-Based Exercise Gaming for Physically Inactive Individuals

Effects of Home-based Exercise Gaming on Cardio-Metabolic and Cognitive Health Markers in Physically Inactive Individuals

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04633590
Enrollment
27
Registered
2020-11-18
Start date
2022-03-23
Completion date
2023-01-23
Last updated
2023-03-14

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

Conditions

Physical Inactivity

Keywords

Home-based exercise gaming, Cardiovascular health, Neurocognitive health, Physical Inactivity, Exergame

Brief summary

Current guidelines recommend that adults undertake at least 150 minutes of moderate intensity physical activity or 75 minutes of vigorous physical activity per week. However, many adults fail to be physically active according to this definition of the World Health Organisation (WHO). This represents a large economic burden to healthcare systems and public health. A number of behavioural and environmental factors associated with modern lifestyles are largely responsible for the high levels of physical inactivity including; motorised transport and sedentary jobs, lack of time, limited access to adequate exercise facilities, lack of motivation, financial constraints and environmental factors including bad weather. In an attempt to overcome many of the common barriers to exercise, members of our research group developed a virtually-monitored exercise intervention that used simple on-the-spot bodyweight exercises to be performed in the participant's home without supervision or equipment. This home-based intervention was designed to be a practical and effective training strategy capable of producing metabolic and functional adaptions while removing many of the common barriers to exercise. Despite promising results, more engaging exercise strategies are needed to motivate sedentary individuals to increase their physical activity. Inspired by current trends in the fitness market, Sphery Ltd. developed an immersive and motivating fitness exercise game (exergame), the ExerCube. The ExerCube allows a full-body workout that concurrently challenges physical and cognitive functions and adapts to the fitness and skill level of the individual. The development of a home-based version of the ExerCube has the potential to make this system available to more individuals, reduce major barriers to exercise, and ultimately provide a strategy to improve cardio-metabolic health in the population. Innovative home-based exergames are particularly in demand given the increase in the number of people wanting to exercise at home due to the COVID-19 pandemic.

Detailed description

Current guidelines recommend that adults undertake at least 150 minutes of moderate intensity physical activity or 75 minutes of vigorous physical activity per week. Regular physical activity improves many cardiovascular and metabolic health makers including beneficial effects on body weight, insulin sensitivity, glycaemic control, lipid profile, endothelial function and aerobic capacity. Despite overwhelming evidence that an inactive lifestyle leads to chronic disease and premature death, many adults fail to meet physical activity guidelines. Physical inactivity, defined as physical activity levels less than those required for optimal health and prevention of premature death, is a public health crisis. More than 1.4 billion adults worldwide classed as physically inactive, representing a large economic burden to healthcare systems. Clearly, new strategies are urgently needed to increase physical activity participation in the increasingly inactive population. A number of behavioural and environmental factors associated with modern lifestyle including urbanisation, mechanisation and increased motorised transport are largely responsible for the high prevalence of physical inactivity, in addition to a number of common exercise barriers. Lack of time is cited as the main barrier to exercise as many individuals feel that increasing work hours and family commitments mean they cannot achieve the physical activity guidelines. Other common barriers within the general population include limited access to exercise facilities and appropriate equipment, difficulty with transportation, inadequate financial resources, bad weather and lack of motivation to engage in regular exercise. In an attempt to overcome many of the common barriers to exercise, members of our research group developed a virtually-monitored exercise intervention that used simple on-the-spot bodyweight exercises that could be performed in the participant's home without supervision or equipment. This home-based intervention was designed to be a practical and effective training strategy capable of producing metabolic and functional adaptions while removing many of the common barriers to exercise uptake and adherence such as intimidating gym environments, difficulty with access to facilities, travel time and financial constraints. Although these pilot studies successfully reduced common exercise barriers, more engaging exercise strategies are needed to increase levels of physical activity in the physically inactive population. Inspired by current trends in the fitness market, the Swiss company Sphery Ltd. developed an immersive and motivating fitness exercise game (exergame), the ExerCube. The ExerCube provides a full-body workout that concurrently challenges physical and cognitive functions as well as adapting to the individuals' fitness and skill level. Previous research has shown that the ExerCube is an effective training method that is more enjoyable than conventional exercise training. Development of a home-based version of the ExerCube has the potential to make this system available to more individuals, and to reduce major barriers to exercise, providing an attractive strategy to improve cardio-metabolic health of the population. Innovative home-based exergames are in demand given the increase in the number of people wanting to exercise at home due to the COVID-19 pandemic.

Interventions

BEHAVIORALHome-based exergaming

Participants will undertake one of two 6-week training interventions. In both groups participants will be asked to train 3 times per week (18 sessions total), during which adherence to the training will be measured. To monitor adherence to training and training load (exercise completion, exercise duration and heart rate achieved during workouts) throughout the 6 weeks participants will be given a heart rate monitor.

Sponsors

University of Bern
CollaboratorOTHER
Insel Gruppe AG, University Hospital Bern
Lead SponsorOTHER

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
OTHER
Masking
NONE

Intervention model description

A single-centre, single-armed, open label pilot study

Eligibility

Sex/Gender
ALL
Age
18 Years to 55 Years
Healthy volunteers
No

Inclusion criteria

* Male or female * Aged 18-55 * Physically inactive, defined as not meeting the exercise guidelines of 150 minutes of moderate physical activity or 75 minutes of vigorous physical activity per week * BMI 18.5 kg/m2 - 30 kg/m2 * No known cardiovascular disorders * Able to provide written informed consent and understand instructions

Exclusion criteria

* Overt diabetes mellitus (type 1, type 2, other forms of diabetes) * Pregnant, planning on becoming pregnant during the study, or breast feeding * Physical or psychological disease likely to interfere with the normal conduct of the study as judged by the investigator

Design outcomes

Primary

MeasureTime frameDescription
VO2maxPre to post 6 weeks of home-based exergame trainingChange in maximal aerobic capacity (VO2max)

Secondary

MeasureTime frameDescription
Adherence6 weeks of home-based exergame trainingTraining adherence indicated by the number of training sessions performed over the 6 week period
Drop-out rate6 weeks trainingNumber of participants that drop out from the study
Physical Activity Enjoyment Scale (PACES) scorePre to post 6 weeks of home-based exergame trainingChange in Physical Activity Enjoyment Scale (PACES) score (an 18-item scale designed to measure physical activity enjoyment)
Situation Motivation Scale (SIMS)Pre to post 6 weeks of home-based exergame trainingChange in Situation Motivation Scale (SIMS) score
Qualitative interviewsFollowing 6 weeks of trainingOverall experience determined through qualitative interviews
Immersive Experience Questionnaire (IEQ)Following 6 weeks of trainingImmersive experience during home-based exergame sessions
Executive FunctioningPre to post 6 weeks of home-based exergame trainingChange in reaction time determined using Test for Attentional Performance
Dynamic balancePre to post 6 weeks of home-based exergame trainingChange in dynamic balance determined using Y-Balance Test
Whole body adipose tissuePre to post 6 weeks of home-based exergame trainingChange in whole body adipose tissue volume using InBody body composition analyser
Visceral adipose tissuePre to post 6 weeks of home-based exergame trainingChange in visceral adipose tissue mass using InBody body composition analyser
Fat free massPre to post 6 weeks of home-based exergame trainingChange in fat free mass using InBody body composition analyser
WmaxPre to post 6 weeks of home-based exergame trainingChange in maximal power output (Wmax)
C-reactive proteinPre to post 6 weeks of home-based exergame trainingChange in C-reactive protein
Total cholesterolPre to post 6 weeks of home-based exergame trainingChange in total cholesterol
Low Density LipoproteinPre to post 6 weeks of home-based exergame trainingChange in low density lipoprotein
High Density LipoproteinPre to post 6 weeks of home-based exergame trainingChange in high density lipoprotein
TriglyceridesPre to post 6 weeks of home-based exergame trainingChange in triglycerides
HbA1cPre to post 6 weeks of home-based exergame trainingChange in HbA1c
Fasting glucose concentrationPre to post 6 weeks of home-based exergame trainingChange in fasting glucose concentration
Fasting insulin concentrationPre to post 6 weeks of home-based exergame trainingChange in fasting insulin concentration
Mean daily glucose concentration and area under the glucose curvePre to post 6 weeks of home-based exergame trainingChange in mean daily glucose concentration and area under the glucose curve
Coefficient of variationPre to post 6 weeks of home-based exergame trainingChange in coefficient of variation in continuous glucose monitor
Mean Daily stepsPre to post 6 weeks of home-based exergame trainingChange in daily steps monitored by an accelerometer in percent
Blood pressurePre to post 6 weeks of home-based exergame trainingChange in blood pressure (systolic, diastolic and mean)

Countries

Switzerland

Outcome results

None listed

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