Video Game Balance Training for Patients With Diabetic Neuropathy
Effects of Interactive Video Game-Based Exercise on Balance in Diabetic Patients With Peripheral Neuropathy
Study Overview
Status
Status
Conditions
Conditions
Intervention / Treatment
Intervention / Treatment
Detailed Description
Study Type
Study Type
Enrollment (Actual)
Enrollment
Phase
Phase
- Not Applicable
Participation Criteria
Eligibility Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Genders Eligible for Study
Description
Inclusion Criteria:
- 40-80 years of age
- medical diagnoses of diabetes under regular medication control and diabetic peripheral neuropathy confirmed using an electrodiagnostic test
- independent community ambulatory individuals
- intact cognition (Mini-Mental State Examination score of >24).
Exclusion Criteria:
- other neurological diseases such as dementia, Parkinson's disease, spinal cord injury, or stroke;
- severe visual impairment, musculoskeletal disorders, unhealed plantar ulceration, lower limb amputation, poor cardiopulmonary function, or other diseases affecting walking ability or any other disease due to which individuals were unable to walk without assistance
- any other condition associated with a high risk of falling.
- Inability to follow simple instructions
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Treatment
- Allocation: Randomized
- Interventional Model: Crossover Assignment
- Masking: Single
Number of Arms
Arms and Interventions
Participant Group / ArmParticipant Group / Arm |
Intervention / TreatmentIntervention / Treatment |
|---|---|
|
Experimental: Group A
Group A received interactive video game-based exercise training for the first 6 weeks, with no exercise in the subsequent 6 weeks.
The exercise program consisted of 30-minute sessions 3 times per week for 6 weeks.
Outcomes were measured at weeks 0, 6, and 12.
|
Twenty-four patients were randomly assigned to two groups (12 participants per group).
Group A received interactive video game-based exercise training for the first 6 weeks, with no exercise in the subsequent 6 weeks.
Group B had no exercise for the first 6 weeks and then underwent interactive video game-based exercise training in the subsequent 6 weeks.
Twenty-four patients were randomly assigned to two groups (12 participants per group).
Group A received interactive video game-based exercise training for the first 6 weeks, with no exercise in the subsequent 6 weeks.
Group B had no exercise for the first 6 weeks and then underwent interactive video game-based exercise training in the subsequent 6 weeks.
|
|
Experimental: Group B
Group B had no exercise in the first 6 weeks and then underwent interactive video game-based exercise training in the subsequent 6 weeks.
The exercise program consisted of 30-minute sessions 3 times per week for 6 weeks.
Outcomes were measured at weeks 0, 6, and 12.
|
Twenty-four patients were randomly assigned to two groups (12 participants per group).
Group A received interactive video game-based exercise training for the first 6 weeks, with no exercise in the subsequent 6 weeks.
Group B had no exercise for the first 6 weeks and then underwent interactive video game-based exercise training in the subsequent 6 weeks.
Twenty-four patients were randomly assigned to two groups (12 participants per group).
Group A received interactive video game-based exercise training for the first 6 weeks, with no exercise in the subsequent 6 weeks.
Group B had no exercise for the first 6 weeks and then underwent interactive video game-based exercise training in the subsequent 6 weeks.
|
What is the study measuring?
Primary Outcome Measures
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Change of Berg Balance Scale (BBS) score
Time Frame: 15 minutes/session; measured at weeks 0, 6, and 12 of the experiment
|
It consists of 14 functional tasks of varying difficulty, including sitting, standing, changing posture, transfers, reaching forward, retrieving objects, turning, tandem stance, and one-leg stance.
It is a valid tool used in both clinical practice and research to evaluate the efficacy of intervention and provide a quantitative description of balance function.
The ability to perform each a task is scored on a scale of 0-4, ranging from inability to independently perform the task to successfully completing it, respectively.
The maximum possible score for the 14 functional tasks is 56.
|
15 minutes/session; measured at weeks 0, 6, and 12 of the experiment
|
Secondary Outcome Measures
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Change of Time Up and Go (TUG) test time
Time Frame: 5 minutes/session; measured at weeks 0, 6, and 12 of the experiment
|
Participants stand up from a 46-cm-high armchair with back support, walk straight for 3 m, turn around, walk back to the chair, and sit down as quickly and safely as possible.
The timing starts when the investigator says "go" and stops when the participant sits back down on the chair.
In our study, each participant had three chances to complete the TUG test in each session, and the best result was recorded for each participant.
|
5 minutes/session; measured at weeks 0, 6, and 12 of the experiment
|
|
Change of Modified Falls Efficacy Scale (MFES) scores
Time Frame: 10 minutes/session; measured at weeks 0, 6, and 12 of the experiment
|
MFES is a 14-item questionnaire related to daily indoor and outdoor physical activities.
It is a 10-point visual analog scale of confidence level in completing a particular activity (item) without falling, rated from 0 to 10, where 0 denotes not confident or sure at all, and 10 denotes completely confident or sure.
The total score for the 14 items ranges from 0 to 140.
|
10 minutes/session; measured at weeks 0, 6, and 12 of the experiment
|
|
Change of Unipedal Stance Test (UST) time
Time Frame: 5 minutes/session; measured at weeks 0, 6, and 12 of the experiment
|
Participants raised one leg to the ankle level or higher without touching the other leg or using any assistance and then stood on that leg for as long as possible barefoot and with eyes open.
The observer measured the length of time for which participants maintained balance; that is, until they were no longer able to keep the leg raised at or above the ankle level or when both legs touched the ground.
The observer stopped counting at 45 seconds, recording this as the time for any participant who maintained balance for a longer time.
Each participant performed the test three times for both right and left legs, with the best result for each leg recorded.
|
5 minutes/session; measured at weeks 0, 6, and 12 of the experiment
|
Collaborators and Investigators
Sponsor
Sponsor
Investigators
Investigators
- Principal Investigator: Chien-Hung Lai, Taipei Medical University Hospital
Study record dates
Study Major Dates
Study Start (Actual)
Study Start
Primary Completion (Actual)
Primary Completion
Study Completion (Actual)
Study Completion
Study Registration Dates
First Submitted
First Submitted
First Submitted That Met QC Criteria
First Submitted That Met QC Criteria
First Posted (Actual)
First Posted
Study Record Updates
Last Update Posted (Actual)
Last Update Posted
Last Update Submitted That Met QC Criteria
Last Update Submitted That Met QC Criteria
Last Verified
Last Verified
More Information
Terms related to this study
Additional Relevant MeSH Terms
Other Study ID Numbers
Other Study ID Numbers
- 201308020
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
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