Clinical trial NCT04352543: Active Video Game on Metabolic, Cardiovascular, and Psychological Metrics in Older Adults
Official title: Metabolic, Cardiovascular and Psychological Responses to Active Video Game in Older Adults
Study type: INTERVENTIONAL
Overall status: COMPLETED
Phase: NA
Conditions: Aging
Keywords: physical activity
active video game
older adults
Lead sponsor: Universidade Federal de Goias
Sponsor class: OTHER
First posted: 2020-04-20
Enrollment: 32
Sex: ALL
Minimum age (years): 60
Maximum age (years): 75
Standard ages: ADULT
OLDER_ADULT
Accepts healthy volunteers: yes
Allocation: NA
Intervention model: SINGLE_GROUP
Primary purpose: TREATMENT

Brief summary: The Xbox Kinect seems to be a good alternative for the older adults to perform physical activities at times that are typically associated with sedentary behaviors. The Xbox Kinect active video game has been used in various parts of the world as entertainment. The study of metabolic, cardiovascular and psychological responses during these activities may bring relevant information regarding the intensity of the exercises and, consequently, about the possibility of using these games to maintain and / or improve the cardiorespiratory fitness of the older adults. In addition, the present study may clarify the responses of activities on Xbox Kinect in elderly people with anxiety and depression symptoms. Will be selected 100 older adults. All volunteers will initially perform assessments of resting metabolic rate, cardiorespiratory fitness, functional tests, as well as subjective assessments of physical activity level, anxiety and mood. Subsequently, they will perform activities with body movements on the Xbox Kinect, which will be compared with sedentary behavior activity (TV / Movie). All activities will be monitored by means of a gas analyzer, which will record information about the behavior of energy expenditure, resting heart rate and activity. In addition, assessments of perception of effort and fun during activities will be made through subjective scales. The effects of Xbox Kinect activity on anxiety symptoms and mood will also be assessed.


Eligibility criteria: Inclusion Criteria:

* age \> 60 years
* Mini-mental score ≥ 24
* non-smoker
* no beta-blockers
* no cardiovascular risk

Primary outcomes:
measure: Change from Baseline Anxiety State at 5 min before, and 5 and 20 minutes following exercise
timeFrame: 5 min before, and 5 and 20 minutes following exercise
measure: Change from Baseline Mood States at 5 min before, and 5 and 20 minutes following exercise
timeFrame: 5 min before, and 5 and 20 minutes following exercise
measure: Change from Baseline Exercise Experience at 5 min before, and 5 and 20 minutes following exercise
timeFrame: 5 min before, and 5 and 20 minutes following exercise
Secondary outcomes:
measure: Assess of Dementia
timeFrame: baseline
measure: Evaluation of habitual physical activity
timeFrame: baseline
measure: Evaluation of Quality of Life
timeFrame: baseline
measure: Evaluation of depression
timeFrame: baseline
measure: Evaluation of Anxiety trait
timeFrame: baseline
measure: Medical Screening
timeFrame: baseline
measure: Cardiopulmonary exercise testing
timeFrame: baseline
measure: Stress electrocardiogram (ECG)
timeFrame: baseline
measure: Anthropometric Evaluation
timeFrame: baseline
measure: Evaluation of Resting Metabolic Rate
timeFrame: baseline
measure: Anxiety symptoms
timeFrame: baseline
measure: 6-Min Walk Test
timeFrame: baseline
measure: 8-ft Timed Up & Go Test (TUG)
timeFrame: baseline
measure: Chair-Stand Test (CS)
timeFrame: baseline
measure: Chair sit-and-reach Test
timeFrame: baseline
measure: Metabolic assessment - Energy cost (joules/min)
timeFrame: baseline
measure: Heart rate (bpm)
timeFrame: baseline
measure: VO2 (ml/kg/min)
timeFrame: baseline
measure: Evaluation of Enjoyment
timeFrame: baseline
measure: Subjective perceived exertion
timeFrame: baseline
Other outcomes:
Locations:
city: Jataí
country: Brazil
facility: UFG
state: Goias
Study officials:
References:
citation: Ferreira JA, Passos GS, Youngstedt SD, de Lima BE, Vieira LB, Martins MM, de Assis BP, Santana MG. Are there sex differences in energy expenditure and enjoyment in older adults playing active video games? J Bodyw Mov Ther. 2022 Jul;31:72-76. doi: 10.1016/j.jbmt.2022.04.008. Epub 2022 Apr 19.