World Health Organization site
Skip Navigation Links

Main
Note: This record shows only 22 elements of the WHO Trial Registration Data Set. To view changes that have been made to the source record, or for additional information about this trial, click on the URL below to go to the source record in the primary register.
Register: ISRCTN
Last refreshed on: 19 December 2016
Main ID:  ISRCTN73384012
Date of registration: 17/09/2015
Prospective Registration: No
Primary sponsor: Swiss Federal Institute of Technology Zurich (ETH) (Switzerland)
Public title: Video game play-based motor learning-induced brain adaptations in the elderly
Scientific title: Video game play-based motor learning-induced prefrontal neuronal adaptations in the elderly
Date of first enrolment: 20/05/2015
Target sample size: 30
Recruitment status: Completed
URL:  http://isrctn.com/ISRCTN73384012
Study type:  Interventional
Study design:  Single-center randomized controlled intervention trial (Quality of life)  
Phase: 
Countries of recruitment
Switzerland
Contacts
Name: Eling D.    de Bruin
Address:  ETH Zurich Institute of Human Movement Sciences and Sport HCP H Leopold-Ruzicka-Weg 4 CH-8093 Zurich Switzerland
Telephone:
Email:
Affiliation: 
Name:    
Address: 
Telephone:
Email:
Affiliation: 
Key inclusion & exclusion criteria
Inclusion criteria: 1. Aged over 65 years
2. Signed informed consent statement
3. Healthy (self-reported)
4. Independently living or community dwelling

Exclusion criteria: 1. Mobility or cognitive impairments (Mini Mental State examination below 22)
2. Rapidly progressive or terminal illness, acute illness or chronic illness
3. Alzheimer’s disease, dementia or recent head injury


Age minimum:
Age maximum:
Gender: Both
Health Condition(s) or Problem(s) studied
Geriatrics related conditions of independently living and community dwelling in the elderly
Not Applicable
Intervention(s)
Participants follow an eight week guided training intervention. Training sessions take place three times per week for thirty minutes. Participants are randomly allocated to two training groups with different training programs. Participants are accustomed slowly to the exercise and are continuously monitored by the instructors. The intensity of both training groups is increased progressively.
1. Intervention group (video game training):
Participants execute virtual-reality video game training. They follow the step instructions presented on a screen in front of them. The games target different cognitive domains, e.g. divided attention or inhibition. Movements have to be carried out with the rhythm of the video game. Participants stand on a pressure-sensitive platform which records right and wrong movements.
2. Control group (sensorimotor balance skill training)
Participants perform traditional balance exercises that consist of repetitive exercises challenging balance strategies. Participants perform conventional static and dynamic exercises on stable and unstable surfaces. Difficulty of the exercise are varied using bipedal or monopedal stance, opening or closing eyes, causing perturbation or using a motion platform.
Primary Outcome(s)
All measures are assessed pre-intervention and after 8 weeks of training:
1. Headcoach™ Pocket EEG measures prefrontal alpha-activity during cognitive test performance
1.1. Event-related potential (ERP) elicited by events of interest
2. Headcoach™ Pocket EEG measures prefrontal alpha-activity during gait performance
2.1. Alpha peak frequency
2.1.1. Preferred walking
2.1.2. Dual task walking at preferred speed
2.1.3. Fast walking
2.1.4. Dual task walking at fast speed
Secondary Outcome(s)
All measures are assessed pre-intervention and after 8 weeks of training.
3. Test for attentional performance (TAP) (reaction time and false response rate)
3.1 Working memory
3.2 Flexibility
3.3 Divided attention
3.4 Go/No-go
4. Temporal (time) and spatial (distance) gait parameters using Gaitup (Movement analysis and measurement)
4.1. Preferred walking
4.2. Dual task walking at preferred speed
4.3. Fast walking
4.4. Dual task walking at fast speed
5. Fear of falling: The Icon Fall Efficacy Scale (Icon-FES) measure “concern” about falling through the combination of pictures and matching short phases. The scale asses both easy and difficult activities and social activities containing 30 items with a 4-point scale (1 = not at all concerned, 2 = somewhat concerned, 3 = fairly concerned, 4 = very concerned).
6. Mini Mental Status (MMS) is a reliable and valid experiment to quantitative estimate the severity of cognitive impairment
7. Geriatric depression scale (GDS) is used to record symptoms of depression. The German version has a good validity and reliability.
Secondary ID(s)
N/A
Source(s) of Monetary Support
Swiss Federal Institute of Technology (ETH), Zurich (Switzerland), Institute of Human Movement Sciences and Sport (Switzerland)
Secondary Sponsor(s)
Ethics review
Results
Results available:
Date Posted:
Date Completed:
URL:
Disclaimer: Trials posted on this search portal are not endorsed by WHO, but are provided as a service to our users. In no event shall the World Health Organization be liable for any damages arising from the use of the information linked to in this section. None of the information obtained through use of the search portal should in any way be used in clinical care without consulting a physician or licensed health professional. WHO is not responsible for the accuracy, completeness and/or use made of the content displayed for any trial record.
Copyright - World Health Organization - Version 3.6 - Version history