Older people in long-term care (LTC) are often less physically active than their community-dwelling peers. Low physical activity level is associated with more symptoms of anxiety and depression as well as with lower physical performance. This weakens coping with daily activities and increases the care costs. Earlier research have found that playing digital games that require physical activity affects positively functioning of older people. Playing can increase physical activity, improve balance and walking speed, lift the mood and create opportunities for social interaction. The effects of digital gaming, especially on objectively measured physical activity and social functioning, are still unclear. The aim of this study is to evaluate effectiveness of digital gaming intervention with Yetitablet to physical, psychological and social functioning and activity of older people in long-term care environment. This study investigates the effectiveness of the Yetitablet in improving the functioning of older people. Yetitablet is an assistive technology device developed for special groups. Yetitablet is a large interactive touchscreen tablet with 55" screen and with Android operating system and it includes numerous applications. Yetitablet has mobile stand on wheels, which allows the screen to be raised and lowered, as well as tilted as needed, all the way to a desk position. Applications can be downloaded to the device from the Google Play Store, and it also has its own game applications, such as darts, table hockey and memory game. These games can be played individually or in group. There is no previous scientific research on the effectiveness of the Yetitablet on the functioning and activity of older people in long-term care settings.
Sample size calculation was completed based on an effect size of 0.3 (power = 0.80; α= 0.05). Assuming a 25% attrition rate, a total of 70 residents will be recruited (35 people in a control group and 35 people in the intervention group). Participants will be recruited from LTC facilities for older people in the region of Oulu in northern Finland. Facilities will be selected by purposeful sampling. Participants will be selected by personnel of the facilities purposefully based on the inclusion criteria. After being informed about the study all suitable residents willing to participate in this study will undergo baseline functional testing on week 0. Same functional measurements will be conducted after three month intervention period. Baseline physical activity will be measured by activity tracker during one week before intervention and during the intervention (3 months). In addition, approximately 10-15 LTC facility personnel will be recruited for semi-structured group interviews to understand more of the effects of Yetitablet to psychological and social functioning as well as social activity of LTC residents. The interviews will also clarify the staff's experiences of using the Yetitablet and its suitability for the everyday life of the facility.
Study Type
INTERVENTIONAL
Allocation
NON_RANDOMIZED
Purpose
TREATMENT
Masking
NONE
Enrollment
49
Playing digital games like bowling, memory games, coordination games ect. with the Yetitablet.
University of Oulu
Oulu, Finland
Change from baseline in the Timed Up and Go test (TUG) at week 12
Change in mean scores on the Timed-up-and-Go test (Completion time in seconds, faster performance indicate better functioning).
Time frame: Baseline and week 12
Change from baseline in the Revised Index for Social Engagement (RISE) at week 12
Change in mean RISE points (range 0-6, higher points indicate more social engagement).
Time frame: Baseline and week 12
Change from baseline in weekly time spent in light to vigorous physical activity
Physical activity (weekly time spent in light to vigorous physical activity) measured with wrist-worn physical activity monitor continuously over the 3-month trial
Time frame: 13 weeks
Change in mood before and after every gaming session
Change in mean face scale scores (range 1-5, higher scores indicate better mood).
Time frame: Every gaming session during three month long intervention
Change from baseline in hand grip strength at week 12
Change in hand grip strength in both hands measured with dynamometer
Time frame: Baseline and week 12
Change from baseline in the Short Physical Performance Battery (SPPB) at week 12
Change in mean scores on the SPPB test (higher scores indicate better functioning).
Time frame: Baseline and week 12
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