LEVEL UP: Video Games for Activity in Breast Cancer Survivors (LEVEL UP)
2015年5月26日 更新者:The University of Texas Medical Branch, Galveston
LEVEL UP: Leveraging Electronic Videogames for Exercise and Leisure: Understanding Preferences of Breast Cancer Survivors
The purpose of this study is to test an intervention that uses home console video games to encourage increased physical activity among postmenopausal breast cancer survivors.
調査の概要
詳細な説明
This research project includes qualitative and quantitative formative research leading to a randomized controlled feasibility trial of a video game-based physical activity intervention.
First, we will investigate exercise protocols implemented over 6 weeks in 20 breast cancer survivors.
We will choose a console and six games for inclusion in the trial, based on measured energy expenditure and enjoyment.
We will create refined exercise protocols using these games and insights from participants.
Second, we will test an intervention that uses active video games for implementation of motivating exercise and provision of behavioral tools (e.g., tracking of progress towards goals).
Participants in a pre-pilot trial (N = 10) will receive weekly brief telephone counseling over 6 weeks.
Feasibility measurement will include attrition, self-reported acceptability, and objective measures of video game play taken from game console data.
研究の種類
介入
段階
- 適用できない
連絡先と場所
このセクションには、調査を実施する担当者の連絡先の詳細と、この調査が実施されている場所に関する情報が記載されています。
研究場所
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Texas
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Galveston、Texas、アメリカ、77555
- University of Texas Medical Branch
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参加基準
研究者は、適格基準と呼ばれる特定の説明に適合する人を探します。これらの基準のいくつかの例は、人の一般的な健康状態または以前の治療です。
適格基準
就学可能な年齢
45年~75年 (大人、高齢者)
健康ボランティアの受け入れ
はい
受講資格のある性別
女性
説明
Inclusion Criteria:
- Female
- Aged 45 - 75
- Diagnosed with breast cancer within the past 10 years
Exclusion Criteria:
- Chemotherapy or radiation treatment in the past six months
- Surgery in the past six months
- Evidence of disease recurrence
- Unable to read and understand English
- Unable to see a TV screen from several feet away
- Unable to find transportation to the study location
- No Internet access in the home (only for intervention portion of the study)
- Participant is active (60 minutes of moderate-vigorous intensity activity per week or more)
- BMI is under 18.5 kg/m2 or over 40 kg/m2
- Participant reports psychological issues that would interfere with study completion. Examples will be provided to illustrate potential psychological issues, such as dementia or schizophrenia.
- Inadequate performance on Senior Fitness Test, indicating inability to engage in video game exercise procedures (total score < 9 out of 12)
- Report a heart condition, chest pain during periods of activity or rest, loss of consciousness, etc. on the Physical Activity Readiness Questionnaire (PAR-Q), unless cleared by their physician
- Unable to walk, jump, and jog as may be required by some games (self-report)
- Report current symptoms of alcohol or substance dependence
- Plans to move away from the Galveston-Houston area or to be out of town for more than 1 week during the study period
- Unwillingness to report drugs taken for comorbidities such as hypertension or diabetes
- Stroke, hip fracture, hip or knee replacement, or spinal surgery in the past 6 months
- Report a history of orthopedic complications that would prevent optimal participation in the physical activities prescribed (e.g., heel spurs, severe arthritis)
- Clinical judgment concerning safety
- Currently participating in a physical activity or weight program/research study
- Currently pregnant or nursing
- No TV is available in the participant's home
- Currently on a weight loss diet or has lost more than 5% body weight in the previous 6 months
- Current smoker
- Game console to be used in the study is already available in the home
- Another member of the household is a participant or staff member on this trial
研究計画
このセクションでは、研究がどのように設計され、研究が何を測定しているかなど、研究計画の詳細を提供します。
研究はどのように設計されていますか?
デザインの詳細
- 主な目的:支持療法
- 割り当て:なし
- 介入モデル:単一グループの割り当て
- マスキング:独身
武器と介入
参加者グループ / アーム |
介入・治療 |
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実験的:Physical activity intervention
This arm will receive the physical activity intervention, which consists of three individual meetings, weekly brief counseling phone calls for 6 weeks, and provision of a video game console with three active video games.
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Participants will receive counseling on self-regulatory skill building that has been adapted to complement the video games used.
We anticipate that the games used will consist of fitness, sports, and dance games and will be played on a Wii U console.
The games played will be chosen by each participant from a pool of potential appropriate games.
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この研究は何を測定していますか?
主要な結果の測定
結果測定 |
メジャーの説明 |
時間枠 |
---|---|---|
Change in physical activity from baseline to 6 weeks
時間枠:6 weeks
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Minutes of moderate-vigorous physical activity measured over a 7 day period
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6 weeks
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二次結果の測定
結果測定 |
メジャーの説明 |
時間枠 |
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Change in physical fitness from baseline to 6 weeks
時間枠:6 weeks
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We will use a six minute walk test to measure fitness
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6 weeks
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Change in weight from baseline to 6 weeks
時間枠:6 weeks
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Weight will be measured using a calibrated scale
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6 weeks
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Change in motivation from baseline to 6 weeks
時間枠:6 weeks
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We will measure autonomous motivation (intrinsic, integrated, identified, etc.) specific to physical activity
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6 weeks
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Change in body function from baseline to 6 weeks
時間枠:6 weeks
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We will use the Senior Fitness Test to measure strength and body function
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6 weeks
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Change in quality of life from baseline to 6 weeks
時間枠:6 weeks
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We will use the Functional Assessment of Cancer Therapy - Breast measure to quantify quality of life
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6 weeks
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その他の成果指標
結果測定 |
メジャーの説明 |
時間枠 |
---|---|---|
Number of participants who drop out of the study from baseline to 6 weeks
時間枠:6 weeks
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We will investigate the number of participants who drop out of the intervention group in comparison to similar studies
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6 weeks
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Acceptability
時間枠:6 weeks
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We will measure acceptability of the intervention components and tools using validated self-report measures and qualitative interviews/focus groups
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6 weeks
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Number of participants who report adverse events
時間枠:6 weeks
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We will inquire about potential adverse events during counseling calls and assessment visits.
Discrete events will be summed, and the number of participants with events will be summed.
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6 weeks
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Adherence
時間枠:6 weeks
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We will use objective measures to investigate adherence to game play protocols (console logs, automatic postings to the console social network, etc.)
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6 weeks
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協力者と研究者
ここでは、この調査に関係する人々や組織を見つけることができます。
研究記録日
これらの日付は、ClinicalTrials.gov への研究記録と要約結果の提出の進捗状況を追跡します。研究記録と報告された結果は、国立医学図書館 (NLM) によって審査され、公開 Web サイトに掲載される前に、特定の品質管理基準を満たしていることが確認されます。
主要日程の研究
研究開始
2014年9月1日
一次修了 (実際)
2015年1月1日
研究の完了 (実際)
2015年1月1日
試験登録日
最初に提出
2014年9月29日
QC基準を満たした最初の提出物
2014年9月29日
最初の投稿 (見積もり)
2014年10月2日
学習記録の更新
投稿された最後の更新 (見積もり)
2015年5月27日
QC基準を満たした最後の更新が送信されました
2015年5月26日
最終確認日
2014年9月1日
詳しくは
この情報は、Web サイト clinicaltrials.gov から変更なしで直接取得したものです。研究の詳細を変更、削除、または更新するリクエストがある場合は、register@clinicaltrials.gov。 までご連絡ください。 clinicaltrials.gov に変更が加えられるとすぐに、ウェブサイトでも自動的に更新されます。
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