Use of Adapted Controllers for Active Video Gaming in People With Physical Disabilities

Study Overview
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Brief Summary
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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.

Detailed Description
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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.

Official Title
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Use of Adapted Controllers for Active Video Gaming (Interactive Exercise and Recreation Technologies and Exercise Physiology Benefiting People With Disabilities)

Conditions
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Physical Disability

Intervention / Treatment
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* Other: Active video gaming


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Potential participants must have a confirmed diagnosis of lower extremity mobility disability (e.g., spina bifida, cerebral palsy, muscular dystrophy,1 year post spinal cord injury, multiple sclerosis, stroke, or limb loss) with partial or full use of upper extremities and use of an assistive device (manual wheelchair, walker, crutches, or canes) for balance and/or mobility or should have gait deviation. Participants must be between the ages of 10 and 60 yrs, and not weigh more than 350 pounds. Exclusion Criteria: Unstable cardiovascular conditions as identified by their physician. Weight over 350 pounds Visual impairment that interferes with playing video games

Ages Eligible for Study
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Minimum Age: 10 Years
Maximum Age: 60 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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No

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Other
Intervention Model: Single Group Assignment
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Active video gaming<br>Participants will engage in active video game play. | Other: Active video gaming<br>* 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.<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | 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 | 

Secondary Outcome Measures

| Outcome Measure | 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) | 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 | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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Active video gaming, Energy expenditure