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Effects of a User-centered Exergame Training on Motor and Cognitive Functions in PwMS (ExergaMS)

Primary Purpose

Multiple Sclerosis

Status
Unknown status
Phase
Not Applicable
Locations
Switzerland
Study Type
Interventional
Intervention
Exergame Training
Sponsored by
Eling DeBruin
About
Eligibility
Locations
Arms
Outcomes
Full info

About this trial

This is an interventional prevention trial for Multiple Sclerosis focused on measuring Exergame, Multiple Sclerosis, Feasibility, Motor functions, Cognitive functions

Eligibility Criteria

30 Years - 85 Years (Adult, Older Adult)All SexesDoes not accept healthy volunteers

Inclusion Criteria:

  • Clinical diagnosis of MS
  • Able to provide written informed consent and understand instructions
  • Able to play the exergames by stepping and weight shifting
  • Able to walk at least 12m with or without walking aid
  • Visual acuity with correction sufficient to work on a TV screen

Exclusion Criteria:

  • Presence of musculoskeletal conditions that affect training performance
  • Excessive fatigue that impairs training participation
  • Exercise intolerance that prevents training participation
  • Rapidly progressive or terminal illness
  • Acute or unstable chronic illness

Sites / Locations

  • ETH ZürichRecruiting

Arms of the Study

Arm 1

Arm 2

Arm Type

Experimental

No Intervention

Arm Label

Intervention

Control

Arm Description

Participants perform 16 exergame training (video game-based physical exercise) sessions over a period of 4 to 8 weeks (depending on in-patient or out-patient). Each training lasts between 15 to 25 minutes. Exergames automatically adjust the game difficulty to the abilities of the respective participant.

Participants of the control group are instructed to continue their normal daily routine for eight weeks and to record their physical activities.

Outcomes

Primary Outcome Measures

Feasibility assessed by recruitment rate
Recruitment rate is the number of study participants compared to the number of initial planned participants
Feasibility assessed by adherence rate
Adherence rate is the number of attended training sessions compared to the number of planned trainings
Feasibility assessed by attrition rate
Attrition rate is the number of dropouts
Feasibility assessed by a safety protocol
Safety protocol includes number of adverse events (including serious adverse events) and specific questions about safety issues
System Usability
The System Usability Scale interprets the system usability from 1 to 100, similar to a percentage score. A SUS score of at least 70 has to be reached to have an "acceptable" solution (52 = ok, 73 = good, 85 = excellent, 100 = best imaginable). The SUS consists of 10 items on a 5-point Likert scale and lasts about 3 minutes. The SUS is assessed at post-measurement.
Feasibility, usability and training experience - Semi-structured interview
The semi-structured interview contains pre-defined questions about user's gameplay experiences related to their body, controller, experience, virtual game scenario and safety. The interview lasts about 20 minutes and is assessed at post-measurement.

Secondary Outcome Measures

Changes in balance and mobility
Balance and mobility are assessed with the Timed Up and Go Test. Time needed to complete the assessment is recorded. Test duration is about 5 to 10 minutes and is assessed at pre- and post-measurement.
Changes in spatio-temporal gait parameters
Gait analysis is conducted under single (walking; normal speed) and dual (walking + counting; normal speed) over 13 meters to assess spatio-temproal gait parameters ((gait speed, step length, gait variability and double support time). Gait parameters are assessed via the system Physiolog. Test duration is about 10 to 15 minutes and is assessed at pre- and post-measurement.
Changes in information processing speed
Simple reaction time test is performed on a personal computer recording reaction time [ms] and errors. Test duration is about 5 minutes and is assessed at pre- and post-measurement.
Changes in executive functions - inhibition
Flanker test is performed on a personal computer recording reaction time [ms] and errors. Test duration is about 10 minutes and is assessed at pre- and post-measurement.
Changes in executive functions - flexibility
Trail Making Test A & B is performed on a personal computer recording reaction time [ms] and errors. Test duration is about 10 minutes and is assessed at pre- and post-measurement.
Training experience - Physical Activity Enjoyment Scale
The Physical Activity Enjoyment Scale (PACES) measures enjoyment in physical activity environments. The PACES consists of 18 bipolar items on a 7-point Likert scale, lasts about 5 minutes, and is assessed after the first and last training session
Training experience - Flow Short Scale
The Flow Short Scale (FFS) assesses the flow experience for training experiences. The FSS consists of 13 items on a 5-point Likert scale and lasts about 5 minutes, and is assessed after the first and last training session.

Full Information

First Posted
April 19, 2021
Last Updated
July 5, 2021
Sponsor
Eling DeBruin
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1. Study Identification

Unique Protocol Identification Number
NCT04963335
Brief Title
Effects of a User-centered Exergame Training on Motor and Cognitive Functions in PwMS
Acronym
ExergaMS
Official Title
Effects of a User-centered Exergame Training on Motor and Cognitive Functions in Persons With Multiple Sclerosis: A Pilot Quasi-Randomized Controlled Trial
Study Type
Interventional

2. Study Status

Record Verification Date
July 2021
Overall Recruitment Status
Unknown status
Study Start Date
March 28, 2021 (Actual)
Primary Completion Date
July 31, 2021 (Anticipated)
Study Completion Date
July 31, 2021 (Anticipated)

3. Sponsor/Collaborators

Responsible Party, by Official Title
Sponsor-Investigator
Name of the Sponsor
Eling DeBruin

4. Oversight

Studies a U.S. FDA-regulated Drug Product
No
Studies a U.S. FDA-regulated Device Product
No
Data Monitoring Committee
Yes

5. Study Description

Brief Summary
This study examines the feasibility and preliminary effects of user-centered exergames (video game-based physical exercise) in persons with multiple sclerosis (PwMS). The user-centered exergames were developed within a interdisciplinary team to meet the requirements of the end-users. The individualized exergames were designed for the Dividat Senso, a pressure sensitive plate connected to a personal computer and a frontal screen. This concurrent motor-cognitive training aims to improve motor and cognitive functions in an ecological valid setting. The cognitive functions are triggered by specific stimuli in the game scenarios. The video games are controlled via specific (whole body) movements as steps, weight shifting, jumps, and arm movements. The training focus is mainly on balance and coordination as well as executive functions and attention. Furthermore, the meaningful games (colorful and appealing visuals) were designed to motivate the players to move. Participants are allocated to the either the intervention group or the control group (quasi-randomization). Participants in the intervention group perform 16 training session over a period of 4 to 8 weeks (depending on in- or out-patient). One training session lasts between 15-25 minutes. Since the difficulty of the games is adaptive to the ability level of each participant, they should neither be over- nor under-challenged. Participates in the control group continue their normal daily routine over 8 weeks. Measurements are performed before, in-between, and after the intervention period to assess feasibility parameters as well as motor and cognitive functions in all participants.
Detailed Description
The study was designed to examine the feasibility of the intervention as well as to get preliminary results about the effects of the user-centered exergame training on motor and cognitive functions in persons with multiple sclerosis (PwMS). The entire study last 5 months (March 2021 to July 2021) and is performed in three study locations (two rehabilitation clinics and one physiotherapy). PwMS are informed by their local physiotherapists and research associates about the study. All interested PwMS are then screened for eligibility. A sample size of 30 PwMS is anticipated where 15 participants are allocated to the intervention group and 15 participants to the control group (quasi-randomization). Measurements are performed before, in-between, and after the intervention period to assess feasibility parameters as well as motor and cognitive functions in all participants. Intervention group:The user-centered exergames were developed within a interdisciplinary team to meet the requirements of the end-users. The individualized exergames were designed for the Dividat Senso, a pressure sensitive plate connected to a personal computer and a frontal screen. The pressure-sensitive plate allows a precise analysis of the user's movements through several high-resolution sensors. Furthermore, this plate detects position and timing information that are then used to provide the user with real-time feedback and/or game adaptations. To support users with potential balance issues and to avoid fall events, a handrail is mounted around the plate.This concurrent motor-cognitive training aims to improve motor and cognitive functions in an ecological valid setting. The cognitive functions are triggered by specific stimuli in the game scenarios. The video games are controlled via specific (whole body) movements as steps, weight shifting, jumps, and arm movements. The training focus is mainly on multi-tasking, balance and coordination as well as executive functions and attention. Furthermore, the meaningful games (colorful and appealing visuals) were designed to motivate the players to move. Participants in the intervention group perform 16 training session over a period of 4 to 8 weeks (depending on in- or out-patient). One training session lasts between 15-25 minutes. Since the difficulty of the games is adaptive to the ability level of each participant, they should neither be over- nor under-challenged. Each participant starts the exergame training at the lowest level to get familiar with the game control system. As the exergame will automatically adapt (individual progression) during play time, participants are challenged at their individual motor and cognitive level. Furthermore, participants write down the amount, type, and duration of activities besides the exergames training in an activity diary. Control group:Participants of the control group are instructed to continue their normal daily activities over the period of eight weeks. To evaluate the amount of active time, the participants get an activity diary where they can write down the amount, type, and duration of their activities.

6. Conditions and Keywords

Primary Disease or Condition Being Studied in the Trial, or the Focus of the Study
Multiple Sclerosis
Keywords
Exergame, Multiple Sclerosis, Feasibility, Motor functions, Cognitive functions

7. Study Design

Primary Purpose
Prevention
Study Phase
Not Applicable
Interventional Study Model
Parallel Assignment
Masking
None (Open Label)
Allocation
Randomized
Enrollment
30 (Anticipated)

8. Arms, Groups, and Interventions

Arm Title
Intervention
Arm Type
Experimental
Arm Description
Participants perform 16 exergame training (video game-based physical exercise) sessions over a period of 4 to 8 weeks (depending on in-patient or out-patient). Each training lasts between 15 to 25 minutes. Exergames automatically adjust the game difficulty to the abilities of the respective participant.
Arm Title
Control
Arm Type
No Intervention
Arm Description
Participants of the control group are instructed to continue their normal daily routine for eight weeks and to record their physical activities.
Intervention Type
Behavioral
Intervention Name(s)
Exergame Training
Intervention Description
The individualized exergames were designed for a pressure sensitive plate connected to a personal computer and a frontal screen. The pressure-sensitive plate allows a precise analysis of the user's movements. This concurrent motor-cognitive training aims to improve motor and cognitive functions in an ecological valid setting. The cognitive functions are triggered by specific stimuli in the game scenarios. The video games are controlled via specific (whole body) movements as steps, weight shifting, jumps, and arm movements. The training focus is mainly on multi-tasking, balance and coordination as well as executive functions and attention. Furthermore, the meaningful games (colorful and appealing visuals) were designed to motivate the players to move. As the exergame will automatically adapt (individual progression) during play time, participants are challenged at their individual motor and cognitive level.
Primary Outcome Measure Information:
Title
Feasibility assessed by recruitment rate
Description
Recruitment rate is the number of study participants compared to the number of initial planned participants
Time Frame
Through recruitment completion, an average of 12 weeks
Title
Feasibility assessed by adherence rate
Description
Adherence rate is the number of attended training sessions compared to the number of planned trainings
Time Frame
Through intervention completion, 4 to 8 weeks (depending on in- and outpatient)
Title
Feasibility assessed by attrition rate
Description
Attrition rate is the number of dropouts
Time Frame
Through study completion, an average of 20 weeks
Title
Feasibility assessed by a safety protocol
Description
Safety protocol includes number of adverse events (including serious adverse events) and specific questions about safety issues
Time Frame
Through study completion, an average of 20 weeks
Title
System Usability
Description
The System Usability Scale interprets the system usability from 1 to 100, similar to a percentage score. A SUS score of at least 70 has to be reached to have an "acceptable" solution (52 = ok, 73 = good, 85 = excellent, 100 = best imaginable). The SUS consists of 10 items on a 5-point Likert scale and lasts about 3 minutes. The SUS is assessed at post-measurement.
Time Frame
Through study completion, an average of 20 weeks
Title
Feasibility, usability and training experience - Semi-structured interview
Description
The semi-structured interview contains pre-defined questions about user's gameplay experiences related to their body, controller, experience, virtual game scenario and safety. The interview lasts about 20 minutes and is assessed at post-measurement.
Time Frame
Through study completion, an average of 20 weeks
Secondary Outcome Measure Information:
Title
Changes in balance and mobility
Description
Balance and mobility are assessed with the Timed Up and Go Test. Time needed to complete the assessment is recorded. Test duration is about 5 to 10 minutes and is assessed at pre- and post-measurement.
Time Frame
Through study completion, an average of 20 weeks
Title
Changes in spatio-temporal gait parameters
Description
Gait analysis is conducted under single (walking; normal speed) and dual (walking + counting; normal speed) over 13 meters to assess spatio-temproal gait parameters ((gait speed, step length, gait variability and double support time). Gait parameters are assessed via the system Physiolog. Test duration is about 10 to 15 minutes and is assessed at pre- and post-measurement.
Time Frame
Through study completion, an average of 20 weeks
Title
Changes in information processing speed
Description
Simple reaction time test is performed on a personal computer recording reaction time [ms] and errors. Test duration is about 5 minutes and is assessed at pre- and post-measurement.
Time Frame
Through study completion, an average of 20 weeks
Title
Changes in executive functions - inhibition
Description
Flanker test is performed on a personal computer recording reaction time [ms] and errors. Test duration is about 10 minutes and is assessed at pre- and post-measurement.
Time Frame
Through study completion, an average of 20 weeks
Title
Changes in executive functions - flexibility
Description
Trail Making Test A & B is performed on a personal computer recording reaction time [ms] and errors. Test duration is about 10 minutes and is assessed at pre- and post-measurement.
Time Frame
Through study completion, an average of 20 weeks
Title
Training experience - Physical Activity Enjoyment Scale
Description
The Physical Activity Enjoyment Scale (PACES) measures enjoyment in physical activity environments. The PACES consists of 18 bipolar items on a 7-point Likert scale, lasts about 5 minutes, and is assessed after the first and last training session
Time Frame
Through study completion, an average of 20 weeks
Title
Training experience - Flow Short Scale
Description
The Flow Short Scale (FFS) assesses the flow experience for training experiences. The FSS consists of 13 items on a 5-point Likert scale and lasts about 5 minutes, and is assessed after the first and last training session.
Time Frame
Through study completion, an average of 20 weeks
Other Pre-specified Outcome Measures:
Title
Training parameters
Description
Training parameters such as level, points, play time per session, type of game and dual task or single task are collected in a training protocol. The use (always, sometime or not) of the handrail is noted.
Time Frame
Through intervention completion, 4 to 8 weeks (depending on in- and outpatient)
Title
Training intensity
Description
Training intensity is rated on a 10-point rating scale (1 = very weak, 10 = very,very strong) to assess the perceived cognitive and physical exertion.
Time Frame
Through intervention completion, 4 to 8 weeks (depending on in- and outpatient)
Title
Training progress
Description
The training progress is assessed by video recordings. With these video recordings possible deficiencies or difficulties can be detected.
Time Frame
Through intervention completion, 4 to 8 weeks (depending on in- and outpatient)
Title
Demographic and medical data
Description
The questionnaire assesses general personal information about participants covering general health, medical history and physical activity. The survey lasts about 10 minutes and is assessed at pre-measurement.
Time Frame
Through study completion, an average of 20 weeks
Title
Activities-specific Balance Confidence
Description
Activities-specific Balance Confidence (ABC) scale assesses the confidence in doing different activities without losing the balance or becoming unsteady. The ABC scale consists of 16 items where each item is rated from 0% (not confident) to 100% (very confident) and lasts about 5 minutes and is assessed at pre-measurement.
Time Frame
Through study completion, an average of 20 weeks
Title
Multiple Sclerosis Impact
Description
The Multiple Sclerosis Impact Scale (MSIS) assesses the physical and psychological impact of MS. The MSIS consists of 29 items on a 5-point Likert scale, lasts about 10 minutes and is assessed at pre-measurement.
Time Frame
Through study completion, an average of 20 weeks
Title
Fatigue
Description
The Fatigue Severity Scale (FSSc) assesses the degree of fatigue. The FSSc consists of 9 items on a 7-point Likert scale, lasts about 3 minutes and is assessed at pre-measurement.
Time Frame
Through study completion, an average of 20 weeks

10. Eligibility

Sex
All
Minimum Age & Unit of Time
30 Years
Maximum Age & Unit of Time
85 Years
Accepts Healthy Volunteers
No
Eligibility Criteria
Inclusion Criteria: Clinical diagnosis of MS Able to provide written informed consent and understand instructions Able to play the exergames by stepping and weight shifting Able to walk at least 12m with or without walking aid Visual acuity with correction sufficient to work on a TV screen Exclusion Criteria: Presence of musculoskeletal conditions that affect training performance Excessive fatigue that impairs training participation Exercise intolerance that prevents training participation Rapidly progressive or terminal illness Acute or unstable chronic illness
Central Contact Person:
First Name & Middle Initial & Last Name or Official Title & Degree
Alexandra Schättin, Dr
Phone
+41446339057
Email
alexandra.schaettin@hest.ethz.ch
First Name & Middle Initial & Last Name or Official Title & Degree
Tiziana Schwarz, Msc
Phone
+4144 6330852
Email
tiziana.schwarz@hest.ethz.ch
Facility Information:
Facility Name
ETH Zürich
City
Zürich
ZIP/Postal Code
8093
Country
Switzerland
Individual Site Status
Recruiting
Facility Contact:
First Name & Middle Initial & Last Name & Degree
Alexandra Schättin, Dr
Phone
+41446339057
Email
alexandra.schaettin@hest.ethz.ch
First Name & Middle Initial & Last Name & Degree
Tiziana Schwarz, MSc
Phone
+41446330852
Email
tiziana.schwarz@hest.ethz.ch

12. IPD Sharing Statement

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Effects of a User-centered Exergame Training on Motor and Cognitive Functions in PwMS

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