Exercise Intensity and Video Games: Persons Post-stroke
Exercise Intensity During Interactive Video Games and Standard of Care of Individuals Post-Stroke
Study Overview
Status
Status
Conditions
Conditions
Intervention / Treatment
Intervention / Treatment
Detailed Description
Study Type
Study Type
Enrollment (Actual)
Enrollment
Phase
Phase
- Not Applicable
Contacts and Locations
Study Locations
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New Jersey
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Newark, New Jersey, United States, 07011
- School of Health Professions
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Participation Criteria
Eligibility Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Genders Eligible for Study
Description
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:
- 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
- Are unable to follow directions.
- Do not have adequate vision and hearing ability (either aided or unaided with glasses, contacts or hearing aids
- Are unable to sign a consent form.
- 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.
- Any other medical condition contraindications to exercise.
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Other
- Allocation: N/A
- Interventional Model: Single Group Assignment
- Masking: None (Open Label)
Number of Arms
Arms and Interventions
Participant Group / ArmParticipant Group / Arm |
Intervention / TreatmentIntervention / Treatment |
|---|---|
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Other: Single
Participants exercised in two counter balanced blocks: repeated (standard of care and self-paced repeated custom game) and random (Kinect game and game-paced random custom game).
Exercise bouts were for 8.5 minutes with ten minutes of rest in between so they could return to physiological baseline.
Data were collected in a single session lasting two hours.
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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.
Other Names:
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What is the study measuring?
Primary Outcome Measures
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
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Neuromuscular intensity
Time Frame: collected continuously during each of the four conditions. Collected in a single 2 hour session
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movement repetitions (stepping and marching) measured through video tape measured continuously during each exercise bout
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collected continuously during each of the four conditions. Collected in a single 2 hour session
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Cardiovascular intensity (metabolic Units)
Time Frame: collected continuously during each of the four conditions. Collected in a single 2 hour session
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metabolic units measured continuously during each exercise bout
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collected continuously during each of the four conditions. Collected in a single 2 hour session
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Cardiovascular intensity (Percent of maximum heart rate)
Time Frame: collected continuously during each of the four conditions. Collected in a single 2 hour session
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the percent of the maximum heart rate
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collected continuously during each of the four conditions. Collected in a single 2 hour session
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Enjoyment
Time Frame: four times collected in a single 2 hour session (once at the completion of each the four conditions).
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measured with the PACES questionnaire after each exercise bout
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four times collected in a single 2 hour session (once at the completion of each the four conditions).
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Borg Rate if Perceived Exertion Scale
Time Frame: Collected three times (at the beginning, middle and end) of each of the four exercise bouts during a single two hour session
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Measures perception of effort on a scale of 6-20
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Collected three times (at the beginning, middle and end) of each of the four exercise bouts during a single two hour session
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Secondary Outcome Measures
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
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Preference ranking
Time Frame: collected once at the end of the completed data collection of a 2 hour session
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ranking exercise preference from highest (1) to lowest (4)
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collected once at the end of the completed data collection of a 2 hour session
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Fugl Meyer Motor Assessment Scale_ Lower Extremity Section
Time Frame: collected once during the single 2 hour data collection session
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measure of lower extremity motor recovery
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collected once during the single 2 hour data collection session
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Other Outcome Measures
Other Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
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Open ended questions
Time Frame: collected once during a single 2 hour data collection session
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questions about preference and exertion and anything else the participants wants to share
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collected once during a single 2 hour data collection session
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Collaborators and Investigators
Sponsor
Sponsor
Investigators
Investigators
- Principal Investigator: Judith Deutsch, PT, PhD, Rutgers University
Publications and helpful links
General Publications
- Kafri M, Myslinski MJ, Gade VK, Deutsch JE. Energy expenditure and exercise intensity of interactive video gaming in individuals poststroke. Neurorehabil Neural Repair. 2014 Jan;28(1):56-65. doi: 10.1177/1545968313497100. Epub 2013 Jul 29.
- Kafri M, Myslinski MJ, Gade VK, Deutsch JE. High metabolic cost and low energy expenditure for typical motor activities among individuals in the chronic phase after stroke. J Neurol Phys Ther. 2014 Oct;38(4):226-32. doi: 10.1097/NPT.0000000000000053.
- Deutsch JE, James-Palmer A, Damodaran H, Puh U. Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke. J Neuroeng Rehabil. 2021 Apr 14;18(1):63. doi: 10.1186/s12984-021-00850-2.
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
- Pro20160000916
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
IPD Plan Description
IPD Sharing Time Frame
IPD Sharing Access Criteria
IPD Sharing Supporting Information Type
- Study Protocol
- Informed Consent Form (ICF)
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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