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Benefits of Digital Dance Game by Older Adults

Benefits of Digital Dance Game Participation by Older Adults on Brain Gray Matter Volume, Physical Function, Cognitive Performance, and Quality of Life: a Randomized Controlled Trial.

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05411042
Enrollment
60
Registered
2022-06-08
Start date
2020-08-31
Completion date
2022-03-20
Last updated
2022-06-10

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

Conditions

Aged

Keywords

Digital dance game, older adults, Brain gray matter volume, cognitive performance

Brief summary

This study aims to examine the clinical efficacy of dancing somatosensory videogames in improving physical health, cognitive performance, happiness, laboratory biomarkers, and structural brain imaging (magnetic resonance imaging, MRI) by a randomized controlled trial design, and hopefully to expand the scope of healthy aging intervention activities with strong scientific evidence.

Detailed description

This randomized controlled trial followed the CONSORT guidelines to compare the clinical efficacy of the intervention group with the control group. The intervention group and control group were randomly allocated (1:1) with no stratification. The intervention group received the dance somatosensory videogame (DSG) training program at the community health center, which consisted of two 30-minute sessions per week for 6 months. The control group were provided with health education for healthy aging and were followed by telephone survey for their daily activities every month during the study period. The primary outcome of the trial was changes of gray matter volume of the brain done by 3T brain magnetic resonance imaging during the study period. The secondary outcomes included cognitive performance, quality of life, physical activities, resilience, and demoralization. For all outcome variables, the measurements at the baseline and 6-month follow-up were examined by a random intercept and a fixed slope, and the effect of the intervention was estimated by using the Generalized Estimating Equation.

Interventions

DEVICEDance somatosensory game

dance somatosensory game (DSG), DANZ BASE developed by International Games System Company

Sponsors

National Yang Ming Chiao Tung University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
SUPPORTIVE_CARE
Masking
NONE

Intervention model description

The intervention group and control group were randomly allocated (1:1) with no stratification. The intervention group received the dance somatosensory videogame (DSG) training program at the community health center, which consisted of two 30-minute sessions per week for 6 months. The control group were provided with health education for healthy aging and were followed by telephone survey for their daily activities every month during the study period.

Eligibility

Sex/Gender
ALL
Age
55 Years to 76 Years
Healthy volunteers
Yes

Inclusion criteria

1. Age ≥ 55 years old. 2. More than 6 years of formal education. 3. Can communicate in Mandarin and Taiwanese. 4. Can accept MRI examination without claustrophobia. 5. Can understand the research process, meet the requirements of the research, and can sign the consent form and participate in the subject.

Exclusion criteria

1. Have engaged in any video dancing games in the past three months. 2. Engaged in video dancing games more than three times per year in the past three years.

Design outcomes

Primary

MeasureTime frameDescription
Change in MRI studyfrom baseline to 6 monthsChange in MRI study from baseline to 6 months in the intervention group.

Secondary

MeasureTime frameDescription
Montreal Cognitive Assessment (MoCA)from baseline to 6 monthsCognitive function measure by MoCA , which comprise a 30-question test.Score range: 0-30, and a score of 26 and higher is considered normal.
EuroQol instrument (EQ-5D)from baseline to 6 monthsQuality of life measure by EQ-5D, which include five questions on mobility, self care, pain, usual activities, and psychological status.There are three level of the answers for each question, the maximum score of 1 refers to the best condition without problem, and higher scores refers more severe of the issue. Moreover, the visual analogue scale (VAS) which from 0-100, higher score indicating better health status.
International Physical Activity Questionnaire (IPAQ)from baseline to 6 monthsPhysical activity measured by IPAQ, indicates that spent being physically active within the prior 7 days.There are no established thresholds for presenting MET-minutes, the IPAQ Research Committee proposes that reported as comparisons of median values and interquartile ranges for different populations.
Brief Resilience Scale (BRS)from baseline to 6 monthsResilience measured by BRS to assess ability to bounce back or recover from stress and adversity. Score range: 6-30, and higher scores refers to higher level of resilience.
Demoralization Scale-Mandarin Version (DS-MV)from baseline to 6 monthsDemoralization measure by DS-MV, comprised 24 items and each rated on a five-point Likert scale.Score range: 0-96, and cut-off point score ≥30 was considered to identified demoralization.

Countries

Taiwan

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 6, 2026