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Can Entertaining Action-video Games Enhance Dynamic Visual Function and Improve Balance? A Randomized Controlled Trial.

T

The Hong Kong Polytechnic University

Status

Completed

Conditions

Vision, Balance and Falls in Older Adults

Treatments

Behavioral: Control
Behavioral: Fast-paced action video game
Behavioral: Slow-paced action video game

Study type

Interventional

Funder types

Other

Identifiers

NCT02252874
K-ZK 93

Details and patient eligibility

About

This project is aimed to find out whether action video games can enhance dynamic visual function and improve balance function in the community-dwelling older adults. It is also aimed to examine the relationship between dynamic visions and balance functions.

Full 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).

Enrollment

160 patients

Sex

All

Ages

60+ years old

Volunteers

Accepts Healthy Volunteers

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

Trial design

Primary purpose

Other

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

160 participants in 3 patient groups, including a placebo group

Control Group
Placebo Comparator group
Description:
Receive leisure activities (e.g. reading, web-surfing, playing chess/ Mahjong) Twenty hours (2-3 sessions per week, 1.5 hours per session)
Treatment:
Behavioral: Control
Intervention Group 1
Active Comparator group
Description:
Receive slow motion Nintendo Wii video games Twenty hours ( 2-3 sessions per week, 1.5 hours per session)
Treatment:
Behavioral: Slow-paced action video game
Intervention Group 2
Active Comparator group
Description:
Receive fast motion Nintendo Wii video games (e.g. shooting game) Twenty hours ( 2-3 sessions per week, 1.5 hours per session)
Treatment:
Behavioral: Fast-paced action video game

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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