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| Name | Class |
|---|---|
| National Institute on Disability, Independent Living, and Rehabilitation Research | FED |
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The purpose of this study is to compare the effectiveness of off-the-shelf (OTS) and adapted game controllers on quality of game play, enjoyment, and energy expenditure during active video gaming in persons with mobility impairments. The controllers to be evaluated include off-the-shelf and adapted gaming mats and off-the-shelf and adapted Wii Fit balance boards.
Previous studies have shown that individuals with disabilities have lower levels of physical activity and fitness and higher levels of obesity compared to their non-disabled peers. Research has also shown that engaging this population in physical activity can be extremely challenging due to physical impairments associated with their disability, as well as fewer opportunities to participate.
Active video games (AVG), also known as exergames, are a category of video games that require much more body motion for successful play than the traditional pushbutton or joystick actions. The recent introduction of motion controlled AVGs allow a much greater variety of physical activity to be part of play. These games hold promise for promoting higher levels of energy expenditure, weight management and fitness. However, many current AVGs are inaccessible or offer limited play options for individuals who are unable to stand, have balance issues, poor motor control, or cannot use their lower body to perform game activities. Making AVGs accessible to people with disabilities offers an innovative approach to overcoming various barriers to participation in beneficial physical activity.
A recent publication by Dr. Rimmer in the Physical Medicine and Rehabilitation journal examining the use of AVGs as a means to increase energy expenditure in non-ambulatory young adults with disabilities suggested that clinically significant increases in energy expenditure could be achieved with AVGs.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Active video gaming | Experimental | Participants will engage in active video game play. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Active video gaming | Other | Participants will engage in active video game play using two off-the-shelf (OTS) and two adapted controllers using the Wii gaming console. Controllers are: OTS balance board, OTS gaming mat, Adapted balance board, Adapted gaming mat. |
| Measure | Description | Time Frame |
|---|---|---|
| Energy expenditure (ml/kg/min) | Measured using a portable metabolic system | Visit 1: baseline measurement at rest |
| Energy expenditure (ml/kg/min) | Measured using a portable metabolic system | Visit 2: during game play |
| Energy expenditure (ml/kg/min) | Measured using a portable metabolic system | Visit 3: during game play |
| Measure | Description | Time Frame |
|---|---|---|
| Enjoyment | Participants will complete the Physical Activity Enjoyment Scale (PACES) | Visit 2: following first game set |
| Enjoyment | Participants will complete the Physical Activity Enjoyment Scale (PACES) |
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Inclusion Criteria:
Exclusion Criteria:
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| Name | Affiliation | Role |
|---|---|---|
| Sangeetha Padalabalanarayanan, MS | University of Alabama at Birmingham | Study Director |
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| PubMed Identifier | Type | Citation | Retractions |
|---|---|---|---|
| 28623186 | Background | Malone LA, Padalabalanarayanan S, McCroskey J, Thirumalai M. Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol. JMIR Res Protoc. 2017 Jun 16;6(6):e116. doi: 10.2196/resprot.7621. | |
| 30707098 | Result | Malone LA, Thirumalai M, Padalabalanarayanan S, Neal WN, Bowman S, Mehta T. Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study. JMIR Serious Games. 2019 Feb 1;7(1):e11326. doi: 10.2196/11326. |
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| ID | Term |
|---|---|
| D000088544 | Exergaming |
| ID | Term |
|---|---|
| D015444 | Exercise |
| D009043 | Motor Activity |
| D009068 | Movement |
| D009142 | Musculoskeletal Physiological Phenomena |
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| Visit 2: following second game set |
| Enjoyment | Participants will complete the Physical Activity Enjoyment Scale (PACES) | Visit 3: following first game set |
| Enjoyment | Participants will complete the Physical Activity Enjoyment Scale (PACES) | Visit 3: following second game set |
| Quality of game play | Subjective evaluation by the tester: degree of general game manipulation in comparison to able-bodied gamer; Likert scale 0 (unable) to 5 (excellent) | Visit 2: following first game set |
| Quality of game play | Subjective evaluation by the tester: degree of general game manipulation in comparison to able-bodied gamer; Likert scale 0 (unable) to 5 (excellent) | Visit 2: following second game set |
| Quality of game play | Subjective evaluation by the tester: degree of general game manipulation in comparison to able-bodied gamer; Likert scale 0 (unable) to 5 (excellent) | Visit 3: following first game set |
| Quality of game play | Subjective evaluation by the tester: degree of general game manipulation in comparison to able-bodied gamer; Likert scale 0 (unable) to 5 (excellent) | Visit 3: following second game set |
| Controller usability | Participants will complete the System Usability Scale | At the completion of Visit 2 |
| Controller usability | Participants will complete the System Usability Scale | At the completion of Visit 3 |
| 29510972 | Result | Thirumalai M, Kirkland WB, Misko SR, Padalabalanarayanan S, Malone LA. Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation. JMIR Rehabil Assist Technol. 2018 Mar 6;5(1):e2. doi: 10.2196/rehab.8003. |
| 34435962 | Result | Malone LA, Davlyatov GK, Padalabalanarayanan S, Thirumalai M. Active Video Gaming Using an Adapted Gaming Mat in Youth and Adults With Physical Disabilities: Observational Study. JMIR Serious Games. 2021 Aug 26;9(3):e30672. doi: 10.2196/30672. |
| D055687 |
| Musculoskeletal and Neural Physiological Phenomena |