Feasibility of An Active Video Gaming Intervention
Completed · Not applicable
Conditions studied: Physical Disability
In brief
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.
Key facts
- Study ID
- NCT05310279
- Run by
- University of Alabama at Birmingham
- People needed
- 6
- Starts
- 2023-10-12
- Expected to finish
- 2025-03-11
- Last updated by the study team
- 2026-04-23
Who can join
Age: 18 and older. Sex: any. Healthy volunteers: accepted.
You may qualify if…
- 18+ years of age
- Self-reported physical disability that limits their mobility
- Communicate in English
You may not qualify if…
- Significant impairment in visual acuity that prevents seeing a 52" TV screen to follow exercise
- Body weight >400 lbs
- Cognitive or linguistic problems with understanding instructions or filling in self-administered outcome measures in English as determined by a score of <17 on the telephone-version of the Mini-Mental State Exam
- Any other conditions that would limit ability to play video games
- Cardiovascular disease event within the past 6 months
- Severe pulmonary disease or renal failure
- Ongoing exacerbation of a health condition
Where it is running
- WHARF — Homewood, Alabama, United States
Full record on ClinicalTrials.gov
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