Home-Based Exercise Gaming for Physically Inactive Individuals

March 13, 2023 updated by: University Hospital Inselspital, Berne

Effects of Home-based Exercise Gaming on Cardio-Metabolic and Cognitive Health Markers in Physically Inactive Individuals

Current guidelines recommend that adults undertake at least 150 minutes of moderate intensity physical activity or 75 minutes of vigorous physical activity per week. However, many adults fail to be physically active according to this definition of the World Health Organisation (WHO). This represents a large economic burden to healthcare systems and public health. A number of behavioural and environmental factors associated with modern lifestyles are largely responsible for the high levels of physical inactivity including; motorised transport and sedentary jobs, lack of time, limited access to adequate exercise facilities, lack of motivation, financial constraints and environmental factors including bad weather. In an attempt to overcome many of the common barriers to exercise, members of our research group developed a virtually-monitored exercise intervention that used simple on-the-spot bodyweight exercises to be performed in the participant's home without supervision or equipment. This home-based intervention was designed to be a practical and effective training strategy capable of producing metabolic and functional adaptions while removing many of the common barriers to exercise. Despite promising results, more engaging exercise strategies are needed to motivate sedentary individuals to increase their physical activity.

Inspired by current trends in the fitness market, Sphery Ltd. developed an immersive and motivating fitness exercise game (exergame), the "ExerCube". The ExerCube allows a full-body workout that concurrently challenges physical and cognitive functions and adapts to the fitness and skill level of the individual. The development of a home-based version of the ExerCube has the potential to make this system available to more individuals, reduce major barriers to exercise, and ultimately provide a strategy to improve cardio-metabolic health in the population. Innovative home-based exergames are particularly in demand given the increase in the number of people wanting to exercise at home due to the COVID-19 pandemic.

Study Overview

Status

Completed

Conditions

Intervention / Treatment

Detailed Description

Current guidelines recommend that adults undertake at least 150 minutes of moderate intensity physical activity or 75 minutes of vigorous physical activity per week. Regular physical activity improves many cardiovascular and metabolic health makers including beneficial effects on body weight, insulin sensitivity, glycaemic control, lipid profile, endothelial function and aerobic capacity. Despite overwhelming evidence that an inactive lifestyle leads to chronic disease and premature death, many adults fail to meet physical activity guidelines. Physical inactivity, defined as physical activity levels less than those required for optimal health and prevention of premature death, is a public health crisis. More than 1.4 billion adults worldwide classed as physically inactive, representing a large economic burden to healthcare systems. Clearly, new strategies are urgently needed to increase physical activity participation in the increasingly inactive population.

A number of behavioural and environmental factors associated with modern lifestyle including urbanisation, mechanisation and increased motorised transport are largely responsible for the high prevalence of physical inactivity, in addition to a number of common exercise barriers. Lack of time is cited as the main barrier to exercise as many individuals feel that increasing work hours and family commitments mean they cannot achieve the physical activity guidelines. Other common barriers within the general population include limited access to exercise facilities and appropriate equipment, difficulty with transportation, inadequate financial resources, bad weather and lack of motivation to engage in regular exercise. In an attempt to overcome many of the common barriers to exercise, members of our research group developed a virtually-monitored exercise intervention that used simple on-the-spot bodyweight exercises that could be performed in the participant's home without supervision or equipment. This home-based intervention was designed to be a practical and effective training strategy capable of producing metabolic and functional adaptions while removing many of the common barriers to exercise uptake and adherence such as "intimidating" gym environments, difficulty with access to facilities, travel time and financial constraints. Although these pilot studies successfully reduced common exercise barriers, more engaging exercise strategies are needed to increase levels of physical activity in the physically inactive population.

Inspired by current trends in the fitness market, the Swiss company Sphery Ltd. developed an immersive and motivating fitness exercise game (exergame), the "ExerCube". The ExerCube provides a full-body workout that concurrently challenges physical and cognitive functions as well as adapting to the individuals' fitness and skill level. Previous research has shown that the ExerCube is an effective training method that is more enjoyable than conventional exercise training. Development of a home-based version of the ExerCube has the potential to make this system available to more individuals, and to reduce major barriers to exercise, providing an attractive strategy to improve cardio-metabolic health of the population. Innovative home-based exergames are in demand given the increase in the number of people wanting to exercise at home due to the COVID-19 pandemic.

Study Type

Interventional

Enrollment (Actual)

27

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

      • Bern, Switzerland, 3010
        • Department of Diabetes, Endocrinology, Nutritional Medicine and Metabolism, Inselspital, Bern University Hospital and University of Bern, Bern, Switzerland

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 55 years (Adult)

Accepts Healthy Volunteers

No

Genders Eligible for Study

All

Description

Inclusion Criteria:

  • Male or female
  • Aged 18-55
  • Physically inactive, defined as not meeting the exercise guidelines of 150 minutes of moderate physical activity or 75 minutes of vigorous physical activity per week
  • BMI 18.5 kg/m2 - 30 kg/m2
  • No known cardiovascular disorders
  • Able to provide written informed consent and understand instructions

Exclusion Criteria:

  • Overt diabetes mellitus (type 1, type 2, other forms of diabetes)
  • Pregnant, planning on becoming pregnant during the study, or breast feeding
  • Physical or psychological disease likely to interfere with the normal conduct of the study as judged by the investigator

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: Other
  • Allocation: N/A
  • Interventional Model: Single Group Assignment
  • Masking: None (Open Label)

Arms and Interventions

Participant Group / Arm
Intervention / Treatment
Experimental: home-based exergaming
The home-based exergame intervention will take place in an unsupervised place of the participant's choosing. Participants will be provided with all of the equipment (including a television if required) and receive instructions on how to use the system. Participants will be provided with a stepped training plan with exergame session durations of 19 minutes (4x 3-minutes 45-seconds of exercise interspersed with 1 minute of rest) in weeks 1 and 2; 24-minutes (4x 5-minutes of exercise interspersed with 1 minute of rest) in week 3 and 4; and 30-minutes (5x 5-minutes of exercise interspersed with 1 minute of rest) in week 5 and 6. Sessions will be set at a vigorous intensity (≥80% heart rate maximum) and participants will be provided with individualised heart rate zones to achieve in line with heart rate maximum determined during a maximal exercise test in Visit 2. Participants will be asked to train 3 times per week.
Participants will undertake one of two 6-week training interventions. In both groups participants will be asked to train 3 times per week (18 sessions total), during which adherence to the training will be measured. To monitor adherence to training and training load (exercise completion, exercise duration and heart rate achieved during workouts) throughout the 6 weeks participants will be given a heart rate monitor.

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
VO2max
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in maximal aerobic capacity (VO2max)
Pre to post 6 weeks of home-based exergame training

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Wmax
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in maximal power output (Wmax)
Pre to post 6 weeks of home-based exergame training
Adherence
Time Frame: 6 weeks of home-based exergame training
Training adherence indicated by the number of training sessions performed over the 6 week period
6 weeks of home-based exergame training
Adherence
Time Frame: 6 weeks of training
Training adherence indicated by the number of training sessions in which the desired exercise intensity was achieved over the 6 week period
6 weeks of training
Drop-out rate
Time Frame: 6 weeks training
Number of participants that drop out from the study
6 weeks training
Physical Activity Enjoyment Scale (PACES) score
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in Physical Activity Enjoyment Scale (PACES) score (an 18-item scale designed to measure physical activity enjoyment)
Pre to post 6 weeks of home-based exergame training
Situation Motivation Scale (SIMS)
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in Situation Motivation Scale (SIMS) score
Pre to post 6 weeks of home-based exergame training
Qualitative interviews
Time Frame: Following 6 weeks of training
Overall experience determined through qualitative interviews
Following 6 weeks of training
Immersive Experience Questionnaire (IEQ)
Time Frame: Following 6 weeks of training
Immersive experience during home-based exergame sessions
Following 6 weeks of training
Executive Functioning
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in reaction time determined using Test for Attentional Performance
Pre to post 6 weeks of home-based exergame training
Dynamic balance
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in dynamic balance determined using Y-Balance Test
Pre to post 6 weeks of home-based exergame training
Whole body adipose tissue
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in whole body adipose tissue volume using InBody body composition analyser
Pre to post 6 weeks of home-based exergame training
Visceral adipose tissue
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in visceral adipose tissue mass using InBody body composition analyser
Pre to post 6 weeks of home-based exergame training
Fat free mass
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in fat free mass using InBody body composition analyser
Pre to post 6 weeks of home-based exergame training
Blood pressure
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in blood pressure (systolic, diastolic and mean)
Pre to post 6 weeks of home-based exergame training
C-reactive protein
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in C-reactive protein
Pre to post 6 weeks of home-based exergame training
Total cholesterol
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in total cholesterol
Pre to post 6 weeks of home-based exergame training
Low Density Lipoprotein
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in low density lipoprotein
Pre to post 6 weeks of home-based exergame training
High Density Lipoprotein
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in high density lipoprotein
Pre to post 6 weeks of home-based exergame training
Triglycerides
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in triglycerides
Pre to post 6 weeks of home-based exergame training
HbA1c
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in HbA1c
Pre to post 6 weeks of home-based exergame training
Fasting glucose concentration
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in fasting glucose concentration
Pre to post 6 weeks of home-based exergame training
Fasting insulin concentration
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in fasting insulin concentration
Pre to post 6 weeks of home-based exergame training
Mean daily glucose concentration and area under the glucose curve
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in mean daily glucose concentration and area under the glucose curve
Pre to post 6 weeks of home-based exergame training
Coefficient of variation
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in coefficient of variation in continuous glucose monitor
Pre to post 6 weeks of home-based exergame training
Mean Daily steps
Time Frame: Pre to post 6 weeks of home-based exergame training
Change in daily steps monitored by an accelerometer in percent
Pre to post 6 weeks of home-based exergame training

Collaborators and Investigators

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

Publications and helpful links

The person responsible for entering information about the study voluntarily provides these publications. These may be about anything related to the study.

General Publications

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)

March 23, 2022

Primary Completion (Actual)

January 23, 2023

Study Completion (Actual)

January 23, 2023

Study Registration Dates

First Submitted

November 10, 2020

First Submitted That Met QC Criteria

November 17, 2020

First Posted (Actual)

November 18, 2020

Study Record Updates

Last Update Posted (Actual)

March 14, 2023

Last Update Submitted That Met QC Criteria

March 13, 2023

Last Verified

March 1, 2023

More Information

Terms related to this study

Plan for Individual participant data (IPD)

Plan to Share Individual Participant Data (IPD)?

NO

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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