Video Game Intervention In Older Adults

Trial statusRecruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexFemale
Age60-69
SponsorBiruni University

About this trial

The purpose of this clinical trial is to investigate the effects of a rehabilitative game-based intervention on self-efficacy, balance, and visual-motor integration in individuals aged 60 years and older.

The primary research questions are:

Does the rehabilitative game-based intervention improve balance and visual-motor integration? Does the rehabilitative game-based intervention improve self-efficacy levels?

Researchers will compare a rehabilitative game intervention group with a control group. Participants will complete baseline and post-intervention assessments. Individuals in the intervention group will participate in rehabilitative game sessions twice per week for 6 weeks, while the control group will not receive any intervention.

Eligibility criteria

This trial accepts healthy volunteers

Qualifiers

None

Disqualifiers

None

Trial design

Design model

Parallel

Treatments tested in this trial

  • Game-Based Virtual Reality Intervention

    Other intervention

    The intervention consists of a structured rehabilitative game-based training program delivered using the BeCure system. The program includes interactive tasks that require active weight shifting, postural control, coordinated upper and lower extremity movements, and visually guided motor responses. The intervention will be implemented over a 6-week period, with sessions conducted twice per week. Each session will last approximately 30 minutes. Task difficulty will be progressively adjusted according to participant performance to maintain engagement and provide an appropriate level of challenge. The training sessions will be conducted individually under supervision. Real-time visual feedback provided by the system will enable participants to monitor their performance during task execution. No additional rehabilitation program will be provided concurrently within the scope of this study.

Treatment groups

32 Participants
are divided into 2 treatment groups
Group A: Intervention GroupExperimental treatment 1 intervention
Group B: Control GroupNo intervention 0 interventions

Trial outcomes

Primary outcomes

1

Cognitive Function

Cognitive functions will be assessed using the Loewenstein Occupational Therapy Cognitive Assessment (LOTCA), a standardized cognitive assessment tool evaluating orientation, perception, visual-motor organization, and thinking operations. In this study, particular emphasis will be placed on the visual-motor organization subtests to assess visual-motor skills. Depending on the version used, the total LOTCA score generally ranges from 27 to 123 points, with higher scores indicating better cognitive performance. Results obtained at baseline and at the end of the 6-week intervention will be compared within and between groups.

Time frame
Baseline and Week 6
2

Balance Performance

Balance performance will be assessed using the Timed Up and Go Test (TUG). The time (in seconds) required for the participant to stand up from a chair, walk 3 meters, turn around, walk back, and sit down will be measured. The theoretical minimum value is 0 seconds, and there is no fixed upper limit. Shorter duration indicates better functional mobility and balance performance. Baseline and post-intervention measurements obtained from both tests will be compared within and between groups.

Time frame
Baseline and Week 6
3

Balance Performance

Balance performance will be assessed using the Single-Leg Stance Test. The duration (in seconds) that the participant is able to maintain balance while standing on one leg will be recorded. The minimum value is 0 seconds, and the maximum value is determined according to the test protocol (e.g., 30 or 60 seconds). Longer duration indicates better balance performance. Baseline and post-intervention measurements obtained from both tests will be compared within and between groups.

Time frame
Baseline and Week 6

Secondary outcomes

1

Self-Efficacy

Self-efficacy levels will be measured using the General Self-Efficacy Scale (GSES), a validated self-report instrument assessing an individual's belief in their ability to cope with challenging situations and achieve goals. The scale consists of 10 items rated on a 4-point Likert scale. Total scores range from 10 to 40, with higher scores indicating higher levels of self-efficacy. Differences between pre-intervention and post-intervention scores will be examined within and between groups.

Time frame
Baseline and Week 6

Other outcomes

Sponsors and contacts

Click on the lead sponsor to view all of their trials.