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Effects of Training in a Virtual Environment in Healthy Elderly

U

University of Sao Paulo General Hospital

Status

Completed

Conditions

Elderly

Treatments

Device: Virtual Reality Training
Other: Physical Therapy

Study type

Interventional

Funder types

Other

Identifiers

NCT01741402
USPNEC004

Details and patient eligibility

About

The objective of this work was to compare the effects of two balance training programs, one Nintendo Wii Fit-based and the other traditionally-based without the use of a gaming system, on the (1) balance, (2) gait, (3) functionality and (4) cognition ability in older adults. It is a prospective, single blinded, randomized clinical trial performed at Center of Research of the courses of Speech Therapy, Physical Therapy and Occupational Therapy of São Paulo University. Thirty-two older adults are randomly in control and experimental group, 16 each one. The study includes only participants scoring at least 24 in the Mini-Mental State Examination to rule out effects of dementia; without the presence of depression, according to the Geriatric Depression Scale of Yesaváge - version 15 (GDS-15 ≤ 5) and scores on the Berg Balance Scale (EBB ≥ 41).

Full description

The objective of this work is to compare the effects of two balance training programs, one Nintendo Wii Fit-based and the other traditionally-based without the use of a gaming system, on balance, gait, functionality and cognition ability in older adults. It is a prospective, single blinded, randomized clinical trial performed at Center of Research of the courses of Speech Therapy, Physical Therapy and Occupational Therapy of São Paulo University. Thirty-two older adults are randomly in control and experimental group, 16 each one. Both groups performed 14 training sessions, twice a week, for seven weeks. Each session is composed of a 30 minute-global-exercise series including stretching, muscle strength and axial mobility exercises. After this, both groups performed more 30 minutes of balance training: the control group performed balance exercises without external cues, visual or auditory feedbacks or cognitive stimulations; the experimental group performed the balance training with 10 Wii Fit games which stimulated motor and cognitive functions. The main outcome measures are: (1) Mini-BESTest of Dynamic Balance Evaluation; (2) Dynamic Gait Index (DGI); (3) Montreal Cognitive Assessment (MoCA); and (4) Falls Efficacy Scale - International (FES-I).

Enrollment

32 patients

Sex

All

Ages

60 to 85 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • Age 60 to 85 years.
  • Absence of other neurological disorders or co-morbidities that may affect gait;
  • Absence of dementia (score above 24 on the Mini Mental State Examination - MMSE);
  • Absence of depression (score above 5 on the Geriatric Depression Scale of Yesaváge - version 15);
  • Score on the Berg Balance Scale above 41;
  • Vision and hearing adequate or corrected to normal;
  • Ability to walk independently;

Exclusion criteria

  • Biomechanical alterations (other pathologies) that could compromise the completion of training;
  • Presence of any neurological, auditory or visual deficit that could compromise distracting task performance during balance and gait training;

Trial design

Primary purpose

Treatment

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

32 participants in 2 patient groups

Virtual Reality Training
Experimental group
Description:
The virtual reality training was done by experimental group with ten games of Nintendo Wii Fit.
Treatment:
Device: Virtual Reality Training
Physical Therapy
Active Comparator group
Description:
The Control Group was trained by conventional Physical Therapy exercises.
Treatment:
Other: Physical Therapy

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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