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Effect of Virtual Reality on Balance and Gait Speed With Alzheimer's Dementia

K

Kırıkkale University

Status

Completed

Conditions

Alzheimer's Dementia

Treatments

Other: Exercises with Nintendo Wii virtual reality device

Study type

Interventional

Funder types

Other

Identifiers

NCT03928405
Alzheimer,Virtual Reality

Details and patient eligibility

About

The aim of study is to investigate the effect of virtual reality application on balance and gait speed in individuals with Alzheimer's Dementia.

Full description

The aim of study is to investigate the effect of virtual reality application on balance and gait speed in individuals with Alzheimer's Dementia. The study consisted of 32 subjects, which were diagnosed as mild or moderate AD by the neurologist. The balance, fall risks and gait speed were assessed. Training group was trained with games selected from different categories such as balance and aerobic exercises with Nintendo Wii virtual reality device for 6 weeks, 1 session 30 min, 2 times a week.

Enrollment

32 patients

Sex

All

Ages

65 to 80 years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  • Having mild or moderate severity of AD
  • Lack of communication difficulties or problems
  • Volunteering to participate in the study
  • Cerebrovascular event,
  • Having disturbing the balance and coordination of neurological disease such as Parkinson, MS,
  • Mini Mental Test Score, 18 to 24 points from being scored
  • being 65-80 aged.

Exclusion criteria

  • Patients diagnosed with dementia (infection, vascular, hematological diseases), patients who could not be contacted during the follow-up period or who did not come to control, cardiac and cerebrovascular event,
  • Endocrine disorder, fluid-electrolyte imbalance and infection
  • Patients with malignancy and malignancy, chemotherapy and radiotherapy,
  • Patients with delirium or depression
  • Those with protective sensation loss (those with Semmes-Weinstein Monofilament Thickness 4.56 and above)
  • patients with lower or upper extremity amputations at any level

Trial design

Primary purpose

Treatment

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

None (Open label)

32 participants in 2 patient groups

Virtual reality group
Experimental group
Description:
The subjects were evaluated with the case report form, the balance and fall risks, the Tinetti Gait and Balance Test (TGBT) and the 5-times Sit to Stand Test, while the gait speed was assessed by the Gait Speed Measurement Test (GSMT). The virtual reality group was trained with games selected from different categories such as balance and aerobic exercises with Nintendo Wii virtual reality device for 6 weeks, 1 session 30 min, 2 times a week. In the control group, no treatment was performed during this period and routine medical treatments were continued. In the first session, each Nintendo Wii components were introduced to each individual. The selected games and how they were played were taught to each individual by the physiotherapist and practically taught. The games were played with the help of physiotherapists in the first session so that individuals could transfer the correct weight on the Nintendo Wii balance board and to use the game console's control.
Treatment:
Other: Exercises with Nintendo Wii virtual reality device
Control Group
No Intervention group
Description:
The sociodemographic characteristics of the subjects were evaluated with the case report form, the balance and fall risks, the Tinetti Gait and Balance Test (TGBT) and the 5-times Sit to Stand Test, while the gait speed was assessed by the Gait Speed Measurement Test (GSMT).the control group was reevaluated at the end of the 6th week after the initial evaluation. After the study was completed, training was given to the volunteers from the control group.

Trial contacts and locations

2

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Data sourced from clinicaltrials.gov

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