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Vision, Balance and Falls in Older AdultsNCT02252874

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

A study testing Slow-paced action video game and Fast-paced action video game in people with Vision, Balance and Falls in Older Adults, run by The Hong Kong Polytechnic University at 1 site in China.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

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. Read more about this study

Who is it for?
Ages 60 years and olderHealthy volunteers can take part
What is being tested?
Slow-paced action video game and Fast-paced action video game
Could I receive a placebo?
Yes, some participants may receive a placebo
How many people
160 participants
Where
1 siteChina
Study dates
Sep 2014to Jun 2017
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 60 years and older
  • All sexes
  • Healthy volunteers accepted
  • Adult, Older adult

Who may be able to join

  • 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

Who cannot join

  • 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 locations and contacts

1 site in 1 country.

China1 site
  • Allen MY Cheong

    Hong Kong

Other trials in China

About this study

Official title: Can Entertaining Action-video Games Enhance Dynamic Visual Functions and Improve Balance? A Randomized Controlled Trial.

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.

Read the detailed 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).

Being tested
Slow-paced action video game, Fast-paced action video game, Control
Keywords
balance, visual function, community-dwelling older adults, action video-game

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Slow-paced action video gameBehavioural

    20 hours slow-paced action video games

  • Fast-paced action video gameBehavioural

    20 hours fast-paced action video games

  • ControlBehavioural

    20 hours leisure activities

Study groups in NCT02252874
Study groupRoleWhat they receive
Control GroupPlacebo comparatorReceive leisure activities (e.g. reading, web-surfing, playing chess/ Mahjong) Twenty hours (2-3 sessions per week, 1.5 hours per session)
Receives: Behavioral: Control
Intervention Group 1Active comparatorReceive slow motion Nintendo Wii video games Twenty hours ( 2-3 sessions per week, 1.5 hours per session)
Receives: Behavioral: Slow-paced action video game
Intervention Group 2Active comparatorReceive fast motion Nintendo Wii video games (e.g. shooting game) Twenty hours ( 2-3 sessions per week, 1.5 hours per session)
Receives: Behavioral: Fast-paced action video game

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Static and dynamic postural sway on forced platform

    1. Static Balance - postural sway when standing on firm or foam surface.
    2. Dynamic Balance:
    3. Limits of stability (LOS)
    4. Sequential weight shifting test (SWS)

    Measured: Change from baseline at week 8 and change from baseline at week 16

Secondary outcomes (3)
  1. Grating visual acuity at different moving speeds

    Dynamic visual function measure - Grating visual acuity is measured with different moving speeds

    Measured: Change from baseline at week 8 and change from baseline at week 16

  2. Useful Field of View (UFOV)

    One of the visual attention measures - Useful Field of View (UFOV)

    Measured: Change from baseline at week 8 and change from baseline at week 16

  3. Multiple tracking objects (MOT)

    One of the visual attention measures - Multiple tracking objects (MOT)

    Measured: Change from baseline at week 8 and change from baseline at week 16

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted30 Sep 2014 (estimated)
  2. Study startSep 2014
  3. Primary completionFeb 2017
  4. Study completionJun 2017

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Other
Allocation
Randomised
Intervention model
Parallel groups
Masking
Single blind
Who is masked
Outcomes assessor
Enrolment
160 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT02252874
Sponsor's protocol ID
K-ZK 93
Status last verified
Feb 2018
First submitted
24 Sep 2014
Last updated
23 Feb 2018
Results posted
No
Data monitoring committee
No

Questions about this trial

What is this clinical trial studying?

A study testing Slow-paced action video game and Fast-paced action video game in people with Vision, Balance and Falls in Older Adults, run by The Hong Kong Polytechnic University at 1 site in China.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 4 inclusion and 6 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 23 Feb 2018. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in China. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. Some participants in this study may receive a placebo. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Static and dynamic postural sway on forced platform (time frame: Change from baseline at week 8 and change from baseline at week 16). It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 23 Feb 2018; AzTrials last refreshed its copy on 27 Oct 2026.

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