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N/A N=11 Randomized Single-blind Treatment

Physical and Social Benefits of Multi-Player Interactive Computer Play Games in Youth With Cerebral Palsy

Cerebral Palsy

Enrolled (actual)
11
Serious AEs
0.0%
Results posted
Mar 2017
Primary outcome: Primary: Change in the 7.5 Meter Shuttle Run Test for Gross Motor Function Classification Scale (GMFCS) Level III (SRT-III) — 8.3; 8.6; 1.1; 0.7 units on a scale

Study Design & Population

Study type
Interventional
Phase
N/A
Interventions
Exergaming Intervention (Other)
Age
Pediatric, Adult · 9+ yrs
Sex
All
Sponsor
Holland Bloorview Kids Rehabilitation Hospital
Primary completion
Apr 2014

Outcome Measures

OutcomeResultp-value
PRIMARY
Change in the 7.5 Meter Shuttle Run Test for Gross Motor Function Classification Scale (GMFCS) Level III (SRT-III)
8.3; 8.6; 1.1; 0.7
PRIMARY
Change in the Social Wellbeing Domain of the KINDL-R Quality of Life Questionnaire
63.1; 79.4; 14.4; -5.6
SECONDARY
Handheld Dynamometry Measures of Knee Flexors and Knee Extensors
12.1; 11.5; -0.1; 0.1; 11.5; 11.5
SECONDARY
The 30-second Wingate Cycle Test
1.92; 2.49; 0.26; -0.01
SECONDARY
Anthropometric Measurements
83.2; 80.1; -1.2; 2.5; 2.67; 15.60
SECONDARY
Total Score of the KINDL-R Questionnaire
68.3; 73.3; 2; -7.4
SECONDARY
The Self-Worth Domain of the KINDL-R Questionnaire
69.4; 77.5; 3.1; -10.6
SECONDARY
Gaming Data
14.7; 35.4
SECONDARY
StepWatch Activity Monitors
77.5; 86.1; 21.3; -21.0
SECONDARY
Anthropometric Measurements (Weight)
52.2; 47.2; -2.5; 0.8

Summary

As children with cerebral palsy (CP) become teenagers, they experience a decrease in their physical function and mobility. Decreased mobility leads to increased social isolation for the teens and impacts negatively on their quality of life. This loss of function is multifactorial, but poor physical fitness and muscle weakness secondary to disuse are significant contributors. Exercise video games are a novel approach to engage youth in physical exercise and social interaction with their peers. The objective of this study is to evaluate the impact of an exercise video gaming intervention to improve physical fitness and social wellbeing. Our over-arching research questions are whether "exergames" can provide health benefits (improved physical fitness) and improved social wellbeing in youth with CP.

Eligibility Criteria

Inclusion Criteria

  • Diagnosis of CP and GMFCS level III
  • Between 9 and 18 years of age inclusive
  • Ability to operate a handheld videogame controller
  • High-speed internet in the home
  • Able to commit for the entire study duration

Exclusion Criteria

  • Orthopedic surgery in the preceding six months
  • Exercise-induced asthma
  • Any underlying heart condition
  • Seizure disorder
  • Visual, auditory or cognitive disabilities that will interfere with game play
View full record on ClinicalTrials.gov →

Data sourced from ClinicalTrials.gov (NCT01901211). Outcome figures and adverse-event rates are extracted automatically from the registry's posted results and are provided for clinician reference, not as a substitute for the primary publication.

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