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| ID | Type | Description | Link |
|---|---|---|---|
| 90REGE000 | Other Grant/Funding Number | NIDILRR |
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Replacing sedentary behaviors during leisure time with active video gaming (AVG) has been shown to be an enjoyable option for increasing the amount of physical activity acquired each week. This project will examine the feasibility of an AVG intervention using the GAIMplank.
Replacing sedentary behaviors during leisure time with active video gaming (AVG) has been shown to be an enjoyable option for increasing the amount of physical activity acquired each week. A growing body of literature indicates that increases in energy expenditure can be achieved during AVG play in people with physical disabilities, including those with mobility impairments such as cerebral palsy (CP), spinal cord injury, stroke, and other neurological conditions. AVGs are particularly important for people with disabilities given the higher rate of inaccessible features in the built environment and the difficulty in finding activities they enjoy. Since AVG devices are relatively affordable, they also hold promise as a scalable product for promoting higher levels of physical activity and fitness among people with disabilities.
There continues to be a pressing need to make gaming controllers accessible to people who are unable to stand for long periods, cannot stand on a small platform due to poor balance or extreme obesity, or who are unable to stand and are full-time wheelchair users. The GAIMplank controller, was developed and tested for usability among people with mobility impairments. During usability testing, a sample of 21 adults were able to successfully access and play a series of standard PC video games using trunk/body movements to produce game play action. Using validated survey tools, participant usability scores and qualitative feedback indicated above average usability for the GAIMplank system. In addition, participants enjoyed the activity and reported game play as light to moderate intensity activity.
This project will examine the feasibility of an AVG intervention using the GAIMplank.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Active video gaming | Experimental | Participants will engage in 6 weeks of active video gaming (AVG), 2x/week |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| GAIMplank | Other | The GAIMplank video game controller will be used to play active video games. |
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| Measure | Description | Time Frame |
|---|---|---|
| Level of physical activity from baseline to 6 weeks | Physical Activity Scale for Individuals with Physical Disabilities (PASIPD) | 6 weeks |
| Measure | Description | Time Frame |
|---|---|---|
| Physical Function from baseline to 6 weeks | PROMIS Physical Function - Short Form 20a | 6 weeks |
| Exercise Outcome Expectations from baseline to 6 weeks | Multidimensional Outcome Exercise Expectations Scale (MOESS) |
| Measure | Description | Time Frame |
|---|---|---|
| Physical activity enjoyment | Physical Activity Enjoyment Scale | Week 1 |
| Physical activity enjoyment | Physical Activity Enjoyment Scale | Week 5 |
Inclusion Criteria:
Exclusion Criteria:
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| WHARF | Homewood | Alabama | 35209 | United States |
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| ID | Term |
|---|---|
| D009043 | Motor Activity |
| ID | Term |
|---|---|
| D001519 | Behavior |
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| 6 weeks |
| Physical activity enjoyment | Physical Activity Enjoyment Scale | Week 12 |
| Enjoyment of the video games (exergames) | Exergame Enjoyment Questionnaire | Week 1 |
| Enjoyment of the video games (exergames) | Exergame Enjoyment Questionnaire | Week 5 |
| Enjoyment of the video games (exergames) | Exergame Enjoyment Questionnaire | Week 12 |
| Rating of game enjoyment for each game played | Game enjoyment: Visual analog scale (0-10) | Day 1 |
| Rating of game enjoyment for each game played | Game enjoyment: Visual analog scale (0-10) | Day 2 |
| Rating of game enjoyment for each game played | Game enjoyment: Visual analog scale (0-10) | Day 3 |
| Rating of game enjoyment for each game played | Game enjoyment: Visual analog scale (0-10) | Day 4 |
| Rating of game enjoyment for each game played | Game enjoyment: Visual analog scale (0-10) | Day 5 |
| Rating of game enjoyment for each game played | Game enjoyment: Visual analog scale (0-10) | Day 6 |
| Rating of game enjoyment for each game played | Game enjoyment: Visual analog scale (0-10) | Day 7 |
| Rating of game enjoyment for each game played | Game enjoyment: Visual analog scale (0-10) | Day 8 |
| Rating of game enjoyment for each game played | Game enjoyment: Visual analog scale (0-10) | Day 9 |
| Rating of game enjoyment for each game played | Game enjoyment: Visual analog scale (0-10) | Day 10 |
| Rating of game enjoyment for each game played | Game enjoyment: Visual analog scale (0-10) | Day 11 |
| Rating of game enjoyment for each game played | Game enjoyment: Visual analog scale (0-10) | Day 12 |
| Rating of game engagement for each game played | Game engagement: Visual analog scale (0-10) | Day 1 |
| Rating of game engagement for each game played | Game engagement: Visual analog scale (0-10) | Day 2 |
| Rating of game engagement for each game played | Game engagement: Visual analog scale (0-10) | Day 3 |
| Rating of game engagement for each game played | Game engagement: Visual analog scale (0-10) | Day 4 |
| Rating of game engagement for each game played | Game engagement: Visual analog scale (0-10) | Day 5 |
| Rating of game engagement for each game played | Game engagement: Visual analog scale (0-10) | Day 6 |
| Rating of game engagement for each game played | Game engagement: Visual analog scale (0-10) | Day 7 |
| Rating of game engagement for each game played | Game engagement: Visual analog scale (0-10) | Day 8 |
| Rating of game engagement for each game played | Game engagement: Visual analog scale (0-10) | Day 9 |
| Rating of game engagement for each game played | Game engagement: Visual analog scale (0-10) | Day 10 |
| Rating of game engagement for each game played | Game engagement: Visual analog scale (0-10) | Day 11 |
| Rating of game engagement for each game played | Game engagement: Visual analog scale (0-10) | Day 12 |
| Perceived exertion for each game played | Rating of Perceived Exertion (RPE) | Day 1 |
| Perceived exertion for each game played | Rating of Perceived Exertion (RPE) | Day 2 |
| Perceived exertion for each game played | Rating of Perceived Exertion (RPE) | Day 3 |
| Perceived exertion for each game played | Rating of Perceived Exertion (RPE) | Day 4 |
| Perceived exertion for each game played | Rating of Perceived Exertion (RPE) | Day 5 |
| Perceived exertion for each game played | Rating of Perceived Exertion (RPE) | Day 6 |
| Perceived exertion for each game played | Rating of Perceived Exertion (RPE) | Day 7 |
| Perceived exertion for each game played | Rating of Perceived Exertion (RPE) | Day 8 |
| Perceived exertion for each game played | Rating of Perceived Exertion (RPE) | Day 9 |
| Perceived exertion for each game played | Rating of Perceived Exertion (RPE) | Day 10 |
| Perceived exertion for each game played | Rating of Perceived Exertion (RPE) | Day 11 |
| Perceived exertion for each game played | Rating of Perceived Exertion (RPE) | Day 12 |
| Acceptability, appropriateness, and feasibility of the AVG intervention | AIM-IAM-FIM survey | Week 6 |
| Participant feedback regarding the intervention | Semi-structured interview | Week 6 |