- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT02252874
Can Entertaining Action-video Games Enhance Dynamic Visual Function and Improve Balance? A Randomized Controlled Trial.
Can Entertaining Action-video Games Enhance Dynamic Visual Functions and Improve Balance? A Randomized Controlled Trial.
Study Overview
Status
Conditions
Intervention / Treatment
Detailed Description
Balance control is an important component even in a very simple daily task like walking. However, as we age, our physical and visual function would gradually deteriorate even in the absence of health or eye problems. Improving elderly balance control through different training is one way to prevent falls. In our project, we investigate the use of action video games, which is easy-to-find and entertaining, as a visual function trainer to improve balance of older adults.
We hypothesize that the training would show an improvement in both balance and dynamic vision. Our primary hypothesis is that postural sway in static and dynamic balance measures will improve after action video-game intervention. For secondary outcome measures, we hypothesize that the training will improve dynamic visual function (as measured by dynamic visual acuity and dynamic contrast sensitivity), and visual attention measures (as measured by useful field of view, multiple object tracking and spatial attention).
Study Type
Enrollment (Actual)
Phase
- Not Applicable
Contacts and Locations
Study Locations
-
-
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Hong Kong, China
- Allen MY Cheong
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-
Participation Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Genders Eligible for Study
Description
Inclusion Criteria:
- Ability to understand and speak Cantonese
- No formal training or regular practice of balance function (e.g. Tai-chi)
- Little and preferably no video-game experience
- Best corrected distance acuity of 0.2 logMAR or better
Exclusion Criteria:
- Any diagnosed ocular diseases and ocular-motor abnormalities
- Suffering form severe medical problems or self reported neurological or cognitive disorders
- Suffering from physical impairments or physical limitations restricting them from training
- Having self reported vestibular or cerebellar dysfunction, history of vertigo or severe hearing loss
- Suffering from crippling arthritis, or a recent fracture of lower limb
- Planned major surgery during the trial
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Other
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: Single
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
Placebo Comparator: Control Group
Receive leisure activities (e.g.
reading, web-surfing, playing chess/ Mahjong) Twenty hours (2-3 sessions per week, 1.5 hours per session)
|
20 hours leisure activities
|
|
Active Comparator: Intervention Group 1
Receive slow motion Nintendo Wii video games Twenty hours ( 2-3 sessions per week, 1.5 hours per session)
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20 hours slow-paced action video games
|
|
Active Comparator: Intervention Group 2
Receive fast motion Nintendo Wii video games (e.g.
shooting game) Twenty hours ( 2-3 sessions per week, 1.5 hours per session)
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20 hours fast-paced action video games
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Static and dynamic postural sway on forced platform
Time Frame: Change from baseline at week 8 and change from baseline at week 16
|
|
Change from baseline at week 8 and change from baseline at week 16
|
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Grating visual acuity at different moving speeds
Time Frame: Change from baseline at week 8 and change from baseline at week 16
|
Dynamic visual function measure - Grating visual acuity is measured with different moving speeds
|
Change from baseline at week 8 and change from baseline at week 16
|
|
Useful Field of View (UFOV)
Time Frame: Change from baseline at week 8 and change from baseline at week 16
|
One of the visual attention measures - Useful Field of View (UFOV)
|
Change from baseline at week 8 and change from baseline at week 16
|
|
Multiple tracking objects (MOT)
Time Frame: Change from baseline at week 8 and change from baseline at week 16
|
One of the visual attention measures - Multiple tracking objects (MOT)
|
Change from baseline at week 8 and change from baseline at week 16
|
Collaborators and Investigators
Investigators
- Principal Investigator: Allen MY Cheong, PhD, The Hong Kong Polytechnic University
Study record dates
Study Major Dates
Study Start
Primary Completion (Actual)
Study Completion (Actual)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Estimate)
Study Record Updates
Last Update Posted (Actual)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Other Study ID Numbers
- K-ZK 93
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