The Effect of Video Game Exercise on Dynamic Balance and Gait in Individuals With Huntington's Disease

July 15, 2021 updated by: Anne Kloos

The Effect of Video Game Biofeedback Modulated Exercise (ViBE)on Dynamic Balance and Gait in Individuals With Huntington's Disease

To examine the benefits of using a video-game, Dance, Dance, Revolution, as an exercise modality to improve gait and balance in individuals with Huntington's disease.

Study Overview

Detailed Description

The primary purpose of this study was to determine the effectiveness of a therapist-guided Video-game Biofeedback Modulated Exercise (ViBE) program administered via Dance Dance Revolution to improve dynamic balance, gait and mobility in individuals with Huntington's Disease. Secondary aims were to explore whether the ViBE intervention would improve quality of life, fall risk, and neuropsychological functions. The investigators hypothesized that the video-game program would lead to greater improvements in walking, dynamic balance, quality of life, fall risk, and neuropsychological function than a control handheld video game program. Since motivation is essential to the long-term maintenance of an exercise program the investigators were also interested in finding out how successful people with Huntington's Disease were at playing Dance Dance Revolution, what their perceptions were of playing the game, and whether they thought that it was beneficial

Study Type

Interventional

Enrollment (Actual)

24

Phase

  • Not Applicable

Contacts and Locations

This section provides the contact details for those conducting the study, and information on where this study is being conducted.

Study Locations

    • Ohio
      • Columbus, Ohio, United States, 43210
        • The Ohio State University Atwell Hall

Participation Criteria

Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.

Eligibility Criteria

Ages Eligible for Study

18 years to 79 years (ADULT, OLDER_ADULT)

Accepts Healthy Volunteers

No

Genders Eligible for Study

All

Description

Inclusion Criteria:

  • adults 18 - 79 with a diagnosis of Huntington's disease

Exclusion Criteria:

  • cannot walk 10 feet without assistance, any other neurologic condition

Study Plan

This section provides details of the study plan, including how the study is designed and what the study is measuring.

How is the study designed?

Design Details

  • Primary Purpose: TREATMENT
  • Allocation: NON_RANDOMIZED
  • Interventional Model: CROSSOVER
  • Masking: SINGLE

Arms and Interventions

Participant Group / Arm
Intervention / Treatment
EXPERIMENTAL: video game exercise
Video game exercise using Dance Dance Revolution
use of the video-game, Dance, Dance Revolution as an exercise to improve gait and balance
Other Names:
  • exercise
  • video-game based exercise
hand-held video games
OTHER: control
hand-held video game control
use of the video-game, Dance, Dance Revolution as an exercise to improve gait and balance
Other Names:
  • exercise
  • video-game based exercise
hand-held video games

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Gait Parameters
Time Frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: forward velocity.
6 weeks
Gait Parameters
Time Frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: forward stride length.
6 weeks
Gait Parameters
Time Frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: forward swing percent.
6 weeks
Gait Parameters
Time Frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: forward double support percent.
6 weeks
Gait Parameters
Time Frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: forward heel to heel base of support.
6 weeks
Gait Parameters
Time Frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: backwards velocity.
6 weeks
Gait Parameters
Time Frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: backwards stride length.
6 weeks
Gait Parameters
Time Frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: backwards swing percent.
6 weeks
Gait Parameters
Time Frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: backwards double support percent.
6 weeks
Gait Parameters
Time Frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: backwards heel to heel base of support.
6 weeks
Gait Parameters
Time Frame: 6 weeks
utilized GAITRite to obtain spatiotemporal measures of gait: obstacle velocity.
6 weeks

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Tinetti Mobility Test
Time Frame: 6 weeks
Observation of gait and balance with quantifiable 16-item assessment with an ordinal scale of 0-2 for up to a total score of 32, with higher scores indicating better performance. It is reliable and predicts falls among those with Parkinson's disease and Huntington's disease.
6 weeks
Four Square Step Test
Time Frame: 6 weeks
Examines ability to step over an object in multiple directions and is timed. Participants are instructed to step over a cane into each square in a specific order. Faster times indicate better balance. It has been shown to predict falls in the elderly.
6 weeks
Activities-Specific Balance Confidence Scale
Time Frame: 6 weeks
Individuals rate their balance confidence from 1-100 on 16 tasks and total score is the mean; higher scores indicate greater confidence and lower fall risk. The Activities-Specific Balance Confidence Scale is reliable and valid in elderly and neurological populations.
6 weeks
World Health Organization Quality of Life
Time Frame: post intervention and post hand-held game, each lasts 6 weeks
This questionnaire is a measure of quality of life addressing 4 domains including physical, psychological, social, and environment health. Responses on 26 items are on a five-point scale (from 1 = very dissatisfied to 5 = very satisfied) and each item is added to achieve a total score for each domain. The mean score for each domain is calculated then multiplied by 4 to get the domain score which are then transformed to a scaled score of 0-100 comparable to the original WHOQOL-100 therefore a total score between 0-400 with high scores indicating better quality of life. The WHOQOLBref has good reliability and validity.
post intervention and post hand-held game, each lasts 6 weeks

Collaborators and Investigators

This is where you will find people and organizations involved with this study.

Sponsor

Study record dates

These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.

Study Major Dates

Study Start

June 1, 2008

Primary Completion (ACTUAL)

November 1, 2010

Study Completion (ACTUAL)

June 1, 2012

Study Registration Dates

First Submitted

November 7, 2012

First Submitted That Met QC Criteria

November 21, 2012

First Posted (ESTIMATE)

November 28, 2012

Study Record Updates

Last Update Posted (ACTUAL)

August 9, 2021

Last Update Submitted That Met QC Criteria

July 15, 2021

Last Verified

July 1, 2021

More Information

This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.

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