The executive dysfunctions are a problem in individuals with MCI which predict conversion to dementia and is positively related to physical activity level. Previous studies found that exercise can prevent executive and physical dysfunctions for people with MCI. However, the motivation is a critical factor in supporting a sustainable exercise. Exergame is combination of exercise and video game. Enjoyment during playing an exergame can support the exercise motivation. Therefore, we will explore the feasibility of using MR exergame in people with MCI.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
TREATMENT
Masking
SINGLE
Enrollment
50
The participants will play the Balloon Popping game using Hololens2 (Mixed reality glasses) for one hour. The objective of this game will be to pop all the virtual balloons, focusing on training different executive functions such as inhibitory control and cognitive flexibility. When a participant raises a finger in the air, a virtual needle will appear. After that, the participant will move their finger towards a balloon. Successful contact with a balloon will be indicated by the sound of a pop and the visual effect of confetti.
The participants will seat on a chair and watch video clip about MCI and dementia for one hour.
Faculty of Physical Therapy, Mahidol University
Salaya, Changwat Nakhon Pathom, Thailand
Visual attention and task switching
Trail Making Test
Time frame: before and immediately after intervention
Inhibitory control
Color-Word Stroop Test
Time frame: before and immediately after intervention
Single-task performance
Box and Block Test
Time frame: before and immediately after intervention
Dual-task performance
Box and Block with Serial Sevens Test
Time frame: before and immediately after intervention
Cortical outcomes
Transcranial magnetic stimulation was used for measuring the cortical outcomes, which consist of resting motor threshold, input-output curve of motor evoked potentials recruitment and cortical silent period.
Time frame: before and immediately after intervention
Usability
System usability scale questionnaire was used for measuring the usability of mixed reality exergame. It consists of 10-item, which are typically rated on a five-point scale. A higher SUS score generally indicates better usability.
Time frame: immediately after Mixed reality exergaming
Motivation
Intrinsic Motivation Inventory was used for measuring the motivation. It rated on seven-point scale. Higher IMI scores reflect higher levels of motivation.
Time frame: immediately after Mixed reality exergaming
Adverse side effects
Cybersickness in Virtual Reality Questionnaire was used for assessing cybersickness symptoms, including nausea, vestibular, and oculomotor. The total score is the sum of the three sub-scores. Each question is presented on a 7-item Likert Scale.
Time frame: immediately after Mixed reality exergaming
This platform is for informational purposes only and does not constitute medical advice. Always consult a qualified healthcare professional.