Background Existing findings have suggested that exergaming (i.e., exercise that requires people to move their body to play, providing an active gaming experience while serving as a form of physical activity), may have a potential to improve muscle strength and balance in older adults. However, no study has been conducted to investigate the effects of the Nintendo RingFit - an action role-playing game that aims to provide exercise training using a ring-shaped force sensor - in improving muscle strength and balance and possibly reducing falls in older adults living in the community. Objective This study aims to investigate the feasibility of an exercise training program using Nintendo RingFit to improve balance and muscle strength among community-dwelling older adults. Design A single-blind, randomized controlled feasibility trial. Methods 30 participants will be recruited at local community-based elderly centers. Participants will be randomized to either the Nintendo RingFit-based exercise training group (NRE) or control group (CON) group with an allocation ratio of 1:1 by a researcher who will not participate in the recruitment and outcome evaluation. The NRE group will received an 8-week exercise training focusing on balance and lower limb muscle strength using the Nintendo RingFit. The CON group will receive a booklet and verbal instructions on the exercise for falls prevention, will be invited to join a leisure activity program (e.g., singing group) without any active exercise component for 8 weeks. Outcomes The feasibility, acceptability and safety of the program will be examined at the end of the intervention. Postural balance, lower extremity strength, mobility, attention and executive function, fear of falling, and falls incidence of the participants will be assessed at 8 weeks. Statistical analyses Descriptive statistics were presented for all variables. Chi-Square Test will be used to compare the difference in the proportion of fallers between the NRE and CON groups. Mann-Whitney U Test will be used to compare the functional outcomes between the 2 groups.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
TREATMENT
Masking
SINGLE
Enrollment
43
Participants in the NRE group received an 8-week exercise training program using the Nintendo RingFit (60 minutes for each session, two sessions a week). In each session, the participants first performed 5 minutes of walk-up exercises (i.e., simple jogging), followed by 50 minutes of Nintendo RingFit exercises and 5 minutes of cool down exercises. The exercise intensity, in terms of repetitions, holding time of the exercise and advancement to difficult tasks, progressed gradually in 8 weeks.
The Hong Kong Polytechnic University
Hong Kong, Hong Kong
Adherence
The attendance and retention of the participants in the trial
Time frame: Throughout the 8-week exercise program
Adverse events
The number of adverse events as a result of the exercise program
Time frame: Throughout the 8-week exercise program
Acceptability
The acceptability of the participants toward the exercise program
Time frame: At 8-week post-intervention
Mini-Balance Evaluation Systems Test
Balance, score range: 0 - 28, a higher score indicates better balance
Time frame: Week 0 (baseline) and week 8 (post-assessment)
Five-time-sit-to-stand test
Lower limb muscle strength, sec
Time frame: Week 0 (baseline) and week 8 (post-assessment)
Timed-Up and Go test - single and dual tasks
General mobility and dual task ability, sec
Time frame: Week 0 (baseline) and week 8 (post-assessment)
Iconographical Falls Efficacy Scale
Fear of falling, score range: 10 - 40, a higher score indicates greater fear of falling
Time frame: Week 0 (baseline) and week 8 (post-assessment)
Color Trails Test
Attention and executive function, sec
Time frame: Week 0 (baseline) and week 8 (post-assessment)
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