- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT03676595
Video Game Balance Training for Patients With Diabetic Neuropathy
September 17, 2018 updated by: Lai chien hung, Taipei Medical University Hospital
Effects of Interactive Video Game-Based Exercise on Balance in Diabetic Patients With Peripheral Neuropathy
This study evaluated the effects of interactive video game-based exercise (IVGB) on balance in diabetic patients with peripheral neuropathy.
Twenty-four patients were randomly assigned to two groups (12 participants per group).
Group A received IVGB 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 IVGB training in the subsequent 6 weeks.
Both subjective and objective measures were used to determine whether IVGB exercise improves balance function.
Study Overview
Status
Completed
Conditions
Intervention / Treatment
Detailed Description
Participants in Group A received IVGB intervention for the first 6 weeks (intervention phase), with no exercise in the subsequent 6 weeks (control phase), whereas participants in Group B received no IVGB intervention in the first 6 weeks (control phase), followed by 6 weeks of IVGB intervention (intervention phase).
The IVGB intervention protocol consisted of 30-minute training sessions comprising four tasks designed to focus on lower limb strength, balance, and coordination training.
Balance assessments consisted of both subjective and objective measures, including the Modified Falls Efficacy Scale (MFES), Time Up and Go (TUG) test, Berg Balance Scale (BBS), and Unipedal Stance Test (UST).
For all participants, these tests were conducted at weeks 0, 6, and 12 of the experiment.
Study Type
Interventional
Enrollment (Actual)
24
Phase
- Not Applicable
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
40 years to 80 years (Adult, Older Adult)
Accepts Healthy Volunteers
No
Genders Eligible for Study
All
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
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: Randomized
- Interventional Model: Crossover Assignment
- Masking: Single
Arms and Interventions
Participant Group / Arm |
Intervention / 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
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
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
This is where you will find people and organizations involved with this study.
Investigators
- Principal Investigator: Chien-Hung Lai, Taipei Medical University Hospital
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 (Actual)
November 20, 2013
Primary Completion (Actual)
January 1, 2018
Study Completion (Actual)
January 1, 2018
Study Registration Dates
First Submitted
September 13, 2018
First Submitted That Met QC Criteria
September 17, 2018
First Posted (Actual)
September 18, 2018
Study Record Updates
Last Update Posted (Actual)
September 18, 2018
Last Update Submitted That Met QC Criteria
September 17, 2018
Last Verified
September 1, 2018
More Information
Terms related to this study
Additional Relevant MeSH Terms
Other Study ID Numbers
- 201308020
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
UNDECIDED
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
No
Studies a U.S. FDA-regulated device product
No
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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