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Effectiveness of Video-Based Upper Extremity Exercise Program in Parkinson's Disease

M

Medipol Health Group

Status

Completed

Conditions

Therapy
Parkinson Disease
Exergame
Exercise

Treatments

Other: Video game based exercise
Other: Conventional exercise

Study type

Interventional

Funder types

Other

Identifiers

NCT06807411
E-10840098-202.3.02-2282

Details and patient eligibility

About

Over the past decade, virtual reality (VR) has been widely recognized as a therapeutic tool that enables neurological patients to interact with simulated environments through multiple sensory channels. Various sensors can be used in VR systems, with Nintendo Wii and Microsoft Kinect being the most popular. Video game-based training, grounded in VR technology, has emerged as a valid, cost-effective, and easily integrated adjunct to conventional therapy in neurorehabilitation. Compared to traditional exercise methods, video game training offers advantages by allowing users to perform physical activities in a safe and controlled environment. However, some studies have reported limited effects, emphasizing the need for more high-quality research to establish the effectiveness of interactive video games in neurological rehabilitation.

This study aims to investigate the effects of a video-based game exercise program targeting the upper extremity in individuals with Parkinson's disease on joint range of motion, proprioception, functionality, postural instability due to kyphotic posture, and quality of life.

Full description

Over the past decade, virtual reality (VR) has been widely recognized as a therapeutic tool that enables neurological patients to interact with simulated environments through multiple sensory channels. Various sensors, such as Nintendo Wii and Microsoft Kinect, are commonly used in VR systems. Video game-based training has emerged as a valid, cost-effective, and easily integrated adjunct to conventional therapy in neurorehabilitation, offering a safe and controlled environment for physical activity. However, some studies have reported limited effects, highlighting the need for further high-quality research to establish its effectiveness in neurological rehabilitation.

This study aims to evaluate the effects of a video-based game exercise program targeting the upper extremity in individuals with Parkinson's disease on joint range of motion (ROM), proprioception, functionality, postural instability due to kyphotic posture, and quality of life. Participants will be randomly assigned to either a conventional exercise group or a video-based game exercise group. All participants will receive conventional therapy for 8 weeks, 3 days per week, with 30-minute sessions (24 sessions in total). The video-based game exercise group will undergo the same conventional therapy, with an additional video game-based exercise program using the Becure Extremity ROM device under physiotherapist supervision. The program will include KinectPong, KinectBalloon, ArmRotate, and Uball games. Balance, joint position sense, ROM, functionality, and quality of life parameters will be assessed before and after treatment.

Enrollment

30 patients

Sex

All

Ages

50 to 80 years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  • Individuals aged 50-80 with idiopathic Parkinson's disease
  • Hoehn and Yahr Scale Stage I to III
  • Presence of kyphotic posture

Exclusion criteria

  • Presence of any other neurological condition
  • Any pathology affecting the movement system in addition to Parkinson's disease
  • Visual abnormalities
  • Cardiovascular conditions that may interfere with treatment
  • Dyskinesia
  • History of surgery for Parkinson's disease
  • Inability to cooperate at a level required to play the games

Trial design

Primary purpose

Treatment

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

30 participants in 2 patient groups

Conventional exercise group
Active Comparator group
Description:
Participants in the conventional exercise group will undergo 24 sessions over 8 weeks (3 days per week, 30-minute sessions). The program will include: Stretching, strengthening, balance, gait, and posture exercises for the trunk and extremities. Kyphosis prevention exercises, including pectoral stretching, back extensor strengthening, and trunk mobilization. Resistance training using sandbags, dumbbells, and elastic bands. Tandem walking, weight-shifting on a balance board, and Frenkel coordination exercises. Each exercise will be performed for 15 repetitions, while stretching exercises will follow a 20-second stretch and 20-second rest protocol. Progression will be customized based on the participant's condition.
Treatment:
Other: Conventional exercise
Video game based exercise group
Experimental group
Description:
Participants will be randomly assigned to either a conventional exercise group or a video-based game exercise group. All participants will receive conventional therapy for 8 weeks, 3 days per week, with 30-minute sessions (24 sessions in total). The video-based game exercise group will undergo the same conventional therapy, with an additional video game-based exercise program using the Becure Extremity ROM device under physiotherapist supervision. The program will include KinectPong, KinectBalloon, ArmRotate, and Uball games. Balance, joint position sense, ROM, functionality, and quality of life parameters will be assessed before and after treatment.
Treatment:
Other: Video game based exercise

Trial contacts and locations

1

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Central trial contact

Burak Menek, PhD

Data sourced from clinicaltrials.gov

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