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Video Game Balance Training for Patients With Diabetic Neuropathy

T

Taipei Medical University

Status

Completed

Conditions

Diabetic Neuropathy Peripheral

Treatments

Other: no exercise
Other: interactive video game-based exercise

Study type

Interventional

Funder types

Other

Identifiers

NCT03676595
201308020

Details and patient eligibility

About

This study evaluated the effects of interactive video game-based exercise (IVGB) on balance in diabetic patients with peripheral neuropathy. Twenty-four patients were randomly assigned to two groups (12 participants per group). Group A received IVGB training for the first 6 weeks, with no exercise in the subsequent 6 weeks. Group B had no exercise for the first 6 weeks and then underwent IVGB training in the subsequent 6 weeks. Both subjective and objective measures were used to determine whether IVGB exercise improves balance function.

Full description

Participants in Group A received IVGB intervention for the first 6 weeks (intervention phase), with no exercise in the subsequent 6 weeks (control phase), whereas participants in Group B received no IVGB intervention in the first 6 weeks (control phase), followed by 6 weeks of IVGB intervention (intervention phase). The IVGB intervention protocol consisted of 30-minute training sessions comprising four tasks designed to focus on lower limb strength, balance, and coordination training. Balance assessments consisted of both subjective and objective measures, including the Modified Falls Efficacy Scale (MFES), Time Up and Go (TUG) test, Berg Balance Scale (BBS), and Unipedal Stance Test (UST). For all participants, these tests were conducted at weeks 0, 6, and 12 of the experiment.

Enrollment

24 patients

Sex

All

Ages

40 to 80 years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  • 40-80 years of age
  • medical diagnoses of diabetes under regular medication control and diabetic peripheral neuropathy confirmed using an electrodiagnostic test
  • independent community ambulatory individuals
  • intact cognition (Mini-Mental State Examination score of >24).

Exclusion criteria

  • other neurological diseases such as dementia, Parkinson's disease, spinal cord injury, or stroke;
  • severe visual impairment, musculoskeletal disorders, unhealed plantar ulceration, lower limb amputation, poor cardiopulmonary function, or other diseases affecting walking ability or any other disease due to which individuals were unable to walk without assistance
  • any other condition associated with a high risk of falling.
  • Inability to follow simple instructions

Trial design

Primary purpose

Treatment

Allocation

Randomized

Interventional model

Crossover Assignment

Masking

Single Blind

24 participants in 2 patient groups

Group A
Experimental group
Description:
Group A received interactive video game-based exercise training for the first 6 weeks, with no exercise in the subsequent 6 weeks. The exercise program consisted of 30-minute sessions 3 times per week for 6 weeks. Outcomes were measured at weeks 0, 6, and 12.
Treatment:
Other: no exercise
Other: interactive video game-based exercise
Group B
Experimental group
Description:
Group B had no exercise in the first 6 weeks and then underwent interactive video game-based exercise training in the subsequent 6 weeks. The exercise program consisted of 30-minute sessions 3 times per week for 6 weeks. Outcomes were measured at weeks 0, 6, and 12.
Treatment:
Other: no exercise
Other: interactive video game-based exercise

Trial contacts and locations

0

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Data sourced from clinicaltrials.gov

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