ExerG: Video Game-based Physical Cognitive Training for Patients: a Usability Study
NCT05967078 · Status: UNKNOWN · Phase: NA · Type: INTERVENTIONAL · Enrollment: 20
Last updated 2023-08-01
Summary
Video game-based training programs, in the following referred to as "exergames" are an innovative digital training approach to simultaneously train physical and cognitive functions and increase training motivation for various populations. Patients who are differently limited in their physical and cognitive performance due to a decline in functioning can profit from a motivating and combined physical-cognitive training approach. An interdisciplinary team of movement scientists, sports and training experts, as well as game and industrial designers developed an innovative and immersive video game-based training product for patients - the ExerCube training software licence. The exergame development focused on a user-centred process together with the target population.
The ExerCube training software licence is an exergame training product that includes immersive mixed-reality training programs (or video games) for patients. Depending on the patient's training requirements, the therapists can choose from the training program repertoire. The patients control the training program (or video game) by specific (whole) body movements. To present the virtual training programs from the ExerCube training software licence in the physical environment, the ExerCube hardware and harness system is used to serve as a physical training room. It allows the virtual video game environment to be presented in the physical world.
This summative usability study aims to assess the training system's safety, usability and validate the user experience.
Primary end-users (defined as patients aged 18 and above) and secondary end-users (defined as sports scientists, training therapists or physiotherapists/occupational therapists with a focus on sports/training therapy) will test and review the system in different testing scenarios.
Conditions
- Gait Disorders, Neurologic
- Gait Disorders in Old Age
- Gait Disorder, Sensorimotor
- Balance; Distorted
- Functional Movement Disorder
- Visual Disorder
- Cognitive Impairment
Interventions
- DEVICE
-
ExerG
The intervention for primary end users (PEU, (patients)) includes the performance of two training rounds with the device. The first round includes a predefined training sequence, whereas the second round is a training sequence defined by the therapist. For the secondary end user group (SEU, (therapists)), there are two study visits. At their first visit they get an introduction and training on how to use the system. At their second visit, SEU will have to prepare the device (switch on hard- and software) and guide the patient through the training.
Sponsors & Collaborators
-
Innosuisse - Swiss Innovation Agency
collaborator OTHER -
Frank Behrendt
lead OTHER
Principal Investigators
-
Frank Behrendt, PhD · Reha Rheinfelden
Study Design
- Allocation
- NA
- Purpose
- OTHER
- Masking
- NONE
- Model
- SINGLE_GROUP
Eligibility
- Min Age
- 18 Years
- Sex
- ALL
- Healthy Volunteers
- No
Timeline & Regulatory
- Start
- 2023-05-16
- Primary Completion
- 2023-09-30
- Completion
- 2023-10-31
Countries
- Switzerland
Study Locations
More Related Trials
-
Effects of Cognitive-Motor Exergame Using Dividat Senso on Physical and Cognitive Function in Stroke Patients
NCT06806384 ·Status: COMPLETED ·Phase: NA
-
Exploring the Effectiveness of Sensor-based Balance Training on Patient Outcome Measures
NCT02777060 ·Status: UNKNOWN ·Phase: NA
-
Exergames on an Unstable Surface in Stroke Inpatients
NCT06296069 ·Status: COMPLETED ·Phase: NA
-
Traditional Versus Progressive Robot-assisted Gait Training in People With Multiple Sclerosis and Severe Gait Disability
NCT06381440 ·Status: RECRUITING ·Phase: NA
-
The Use of Modern Technologies in Neurorehabilitation
NCT05550987 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Telerehabilitation Upper Extremity for Neurological Disorders
NCT02764372 ·Status: COMPLETED ·Phase: PHASE1
-
Individualized Vestibular Rehabilitation for Elderly With Self-Management and Gaming Elements
NCT05436067 ·Status: COMPLETED ·Phase: NA
-
Walking With the EksoNR in Stroke Patients and Healthy Controls: Biomechanical Changes and User Experience.
NCT05334030 ·Status: UNKNOWN ·Phase: NA
-
The Effectiveness of Training Using Exergaming on Selected Physical and Psychological Parameters in a Population of Patients Over the Age of 65 Belonging to Specific Subgroups of the Frailty Syndrome
NCT07036224 ·Status: COMPLETED ·Phase: NA
-
Myosuit-based Gait Training
NCT05485597 ·Status: UNKNOWN ·Phase: NA
-
Hand and Arm Rehabilitation Using VR
NCT06373341 ·Status: RECRUITING ·Phase: NA
-
Effects of Novel Game Rehabilitation System on Upper Extremity Function of Patients With Stroke
NCT02029651 ·Status: UNKNOWN ·Phase: NA
-
INTERACTION, Monitoring of Stroke Patients in Hospital and Home Environment
NCT02118363 ·Status: COMPLETED
-
Targeting Muscle Strength Loss Due to Hospitalization in Older Adults by Blood-flow Restriction Combined With an Electromyography-driven Serious Game.
NCT07294131 ·Status: NOT_YET_RECRUITING ·Phase: PHASE2
-
App Based Dexterity Training in Multiple Sclerosis
NCT03369470 ·Status: COMPLETED ·Phase: NA
-
Computer Game-based Exercise Program Targeting Manual Dexterity for People With Spinal Cord Injury or Stroke.
NCT05071885 ·Status: COMPLETED ·Phase: NA
-
Optimize Motor Learning to Improve Neurorehabilitation
NCT04759976 ·Status: COMPLETED ·Phase: NA
-
fNIRS Study of Effort-dependent Brain Activations During Pointing Movements of the Upper Limb in Post-stroke Patients and Healthy Subjects
NCT06116006 ·Status: COMPLETED ·Phase: NA
-
Telerehabilitation Through Serious Games in Virtual Reality in a Stroke Population (AutoRReVi)
NCT04694833 ·Status: UNKNOWN ·Phase: NA
-
Physiological Responses During Overground Gait Training With a Wearable Exoskeleton After Stroke
NCT03653780 ·Status: COMPLETED ·Phase: NA
-
Erigo®Pro Coma Outcome Study - Study on the Effectiveness of a Robotic Tilt Table Device for Recovery of Consciousness
NCT02639481 ·Status: COMPLETED ·Phase: PHASE3
-
Robotic Assisted Balance and Exoskeleton Training (REACTION) in Neurorehabilitation: a Feasibility Study
NCT06805500 ·Status: COMPLETED ·Phase: NA
-
Home-based -Virtual Reality Intervention for Stroke Rehabilitation
NCT02393170 ·Status: COMPLETED ·Phase: NA
-
Design and Evaluation the Effects of Kinect-based Computer Games for U/E Training in Chronic Stroke Patients
NCT03229733 ·Status: COMPLETED ·Phase: NA
-
Study of the Impact of Implicit Motor Training in a Rehabilitation Programme in Frail Elderly Subjects
NCT02855853 ·Status: COMPLETED ·Phase: NA