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| Name | Class |
|---|---|
| University of Waterloo | OTHER |
| University of California, Berkeley | OTHER |
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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.
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).
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Control Group | Placebo Comparator | Receive leisure activities (e.g. reading, web-surfing, playing chess/ Mahjong) Twenty hours (2-3 sessions per week, 1.5 hours per session) |
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| Intervention Group 1 | Active Comparator | Receive slow motion Nintendo Wii video games Twenty hours ( 2-3 sessions per week, 1.5 hours per session) |
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| Intervention Group 2 | Active Comparator | Receive fast motion Nintendo Wii video games (e.g. shooting game) Twenty hours ( 2-3 sessions per week, 1.5 hours per session) |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Slow-paced action video game | Behavioral | 20 hours slow-paced action video games |
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| Measure | Description | Time Frame |
|---|---|---|
| Static and dynamic postural sway on forced platform |
| Change from baseline at week 8 and change from baseline at week 16 |
| Measure | Description | Time Frame |
|---|---|---|
| Grating visual acuity at different moving speeds | Dynamic visual function measure - Grating visual acuity is measured with different moving speeds | Change from baseline at week 8 and change from baseline at week 16 |
| Useful Field of View (UFOV) |
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Inclusion Criteria:
Exclusion Criteria:
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| Name | Affiliation | Role |
|---|---|---|
| Allen MY Cheong, PhD | The Hong Kong Polytechnic University | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Allen MY Cheong | Hong Kong | China |
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| Fast-paced action video game |
| Behavioral |
20 hours fast-paced action video games |
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| Control | Behavioral | 20 hours leisure activities |
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One of the visual attention measures - Useful Field of View (UFOV)
| Change from baseline at week 8 and change from baseline at week 16 |
| Multiple tracking objects (MOT) | One of the visual attention measures - Multiple tracking objects (MOT) | Change from baseline at week 8 and change from baseline at week 16 |