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LEVEL UP: Video Games for Activity in Breast Cancer Survivors (LEVEL UP)

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.

研究概览

详细说明

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.

研究类型

介入性

阶段

  • 不适用

联系人和位置

本节提供了进行研究的人员的详细联系信息,以及有关进行该研究的地点的信息。

学习地点

    • Texas
      • Galveston、Texas、美国、77555
        • University of Texas Medical Branch

参与标准

研究人员寻找符合特定描述的人,称为资格标准。这些标准的一些例子是一个人的一般健康状况或先前的治疗。

资格标准

适合学习的年龄

45年 至 75年 (成人、年长者)

接受健康志愿者

是的

有资格学习的性别

女性

描述

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

学习计划

本节提供研究计划的详细信息,包括研究的设计方式和研究的衡量标准。

研究是如何设计的?

设计细节

  • 主要用途:支持治疗
  • 分配:不适用
  • 介入模型:单组作业
  • 屏蔽:单身的

武器和干预

参与者组/臂
干预/治疗
实验性的: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.
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.

研究衡量的是什么?

主要结果指标

结果测量
措施说明
大体时间
Change in physical activity from baseline to 6 weeks
大体时间:6 weeks
Minutes of moderate-vigorous physical activity measured over a 7 day period
6 weeks

次要结果测量

结果测量
措施说明
大体时间
Change in physical fitness from baseline to 6 weeks
大体时间:6 weeks
We will use a six minute walk test to measure fitness
6 weeks
Change in weight from baseline to 6 weeks
大体时间:6 weeks
Weight will be measured using a calibrated scale
6 weeks
Change in motivation from baseline to 6 weeks
大体时间:6 weeks
We will measure autonomous motivation (intrinsic, integrated, identified, etc.) specific to physical activity
6 weeks
Change in body function from baseline to 6 weeks
大体时间:6 weeks
We will use the Senior Fitness Test to measure strength and body function
6 weeks
Change in quality of life from baseline to 6 weeks
大体时间:6 weeks
We will use the Functional Assessment of Cancer Therapy - Breast measure to quantify quality of life
6 weeks

其他结果措施

结果测量
措施说明
大体时间
Number of participants who drop out of the study from baseline to 6 weeks
大体时间:6 weeks
We will investigate the number of participants who drop out of the intervention group in comparison to similar studies
6 weeks
Acceptability
大体时间:6 weeks
We will measure acceptability of the intervention components and tools using validated self-report measures and qualitative interviews/focus groups
6 weeks
Number of participants who report adverse events
大体时间:6 weeks
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.
6 weeks
Adherence
大体时间:6 weeks
We will use objective measures to investigate adherence to game play protocols (console logs, automatic postings to the console social network, etc.)
6 weeks

合作者和调查者

在这里您可以找到参与这项研究的人员和组织。

研究记录日期

这些日期跟踪向 ClinicalTrials.gov 提交研究记录和摘要结果的进度。研究记录和报告的结果由国家医学图书馆 (NLM) 审查,以确保它们在发布到公共网站之前符合特定的质量控制标准。

研究主要日期

学习开始

2014年9月1日

初级完成 (实际的)

2015年1月1日

研究完成 (实际的)

2015年1月1日

研究注册日期

首次提交

2014年9月29日

首先提交符合 QC 标准的

2014年9月29日

首次发布 (估计)

2014年10月2日

研究记录更新

最后更新发布 (估计)

2015年5月27日

上次提交的符合 QC 标准的更新

2015年5月26日

最后验证

2014年9月1日

更多信息

与本研究相关的术语

其他研究编号

  • 14-0240
  • 1K07CA175141-01A1 (美国 NIH 拨款/合同)

此信息直接从 clinicaltrials.gov 网站检索,没有任何更改。如果您有任何更改、删除或更新研究详细信息的请求,请联系 register@clinicaltrials.gov. clinicaltrials.gov 上实施更改,我们的网站上也会自动更新.

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