Video Game Intervention In Older Adults
For patients and families
In plain language
An automatic summary of structured registry data. It is an orientation aid, not a substitute for the official protocol or a physician assessment.
- What is being studied
- The protocol lists: Game-Based Virtual Reality Intervention.
- Who it may be relevant to
- Registry conditions: Healhty, Aging, Balance, Self Efficacy. Basic parameters: 60 years — 69 years · Female.
- What needs checking
- Age, condition and sex are only basic indicators. Prior treatment, laboratory values and other mandatory requirements appear in the eligibility criteria below.
- Where it takes place
- Turkey (Türkiye)
- Next step
- Save the trial, show it to the treating physician, and confirm current recruitment with the study center. Costs, documents and travel →
Unsure about the terms? Read our patient guide →
Official title
The Effects Of A Video-Based Game Intervention On Cognitive, Physical And Psychosocial Outcomes In Older Adults
Overview
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.
Detailed description
This study is a randomized controlled experimental trial designed to examine the effects of a rehabilitative game-based intervention on self-efficacy, balance, and visual-motor integration in individuals aged 60 years and older. The study will be conducted using a two-group parallel design.
Participants who meet the inclusion criteria will be randomly assigned to either the intervention group or the control group. All participants will complete baseline assessments before the intervention period and post-intervention assessments after the completion of the study.
Participants in the intervention group will receive rehabilitative game-based training using the BeCure system. The intervention will last for 6 weeks, with sessions conducted twice per week. Each session will last approximately 30 minutes. The sessions will include structured interactive tasks targeting balance, coordination, and visual-motor integration.
Participants in the control group will not receive any intervention during the study period and will only participate in baseline and post-intervention assessments.
The primary outcomes of the study are balance performance, visual-motor integration and self-efficacy. These variables will be evaluated by comparing pre-intervention and post-intervention measurements within and between groups. The study procedures will be carried out according to the planned intervention protocol and standardized assessment procedures.
Interventions
- Other Game-Based Virtual Reality 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 acco
Primary outcome measures
- Cognitive Function [Time frame: Baseline and Week 6]
- Balance Performance [Time frame: Baseline and Week 6]
- Balance Performance [Time frame: Baseline and Week 6]
Secondary outcome measures (1)
- Self-Efficacy [Time frame: Baseline and Week 6]
Eligibility criteria
Inclusion criteria
Age 60 years or older A score of 24 or higher on the Mini Mental State Examination (MMSE) Ability to understand and follow verbal instructions Willingness to participate voluntarily
Exclusion criteria
Presence of a neurological, orthopedic, or psychiatric diagnosis Medical contraindications to exercise Diagnosis of dementia Acute orthopedic injury Visual or hearing impairment that would interfere with participation Inability to attend sessions regularly
Criteria are shown verbatim from the registry (in English). Final eligibility is always assessed by the study center.
Healthy volunteers: Yes
Study design
- Allocation
- Randomized
- Model
- Parallel assignment
- Masking
- Open label
- Primary purpose
- Treatment
Study locations
Turkey (Türkiye) · 1 center
- Biruni University — Istanbul
Publications
- Öztürk B, Akpınar E, Akarsu R, Çelik Y. Investigation of the Relationship Between Functional Skills, Sensory Functions, and Anthropometric Properties of the Hand in Occupational Therapy Students Using Hierarchical Clustering Analysis. Ergoterapi ve Rehabilitasyon Dergisi. 2023;11(3):101-112. doi:10.30720/ered.1238943
- Akarsu R, Tatar Y, Acar N. The Effectiveness of PEO Model-Based Occupational Therapy Intervention on Occupational Performance and Quality of Life in Individuals Working from Home due to Covid-19. Int J Basic Clin Stud. 2022;11(2):24-37.
- Akarsu R, Özturk B, Kalkan E. Effect of Mental Status, Mobility and Depression Levels on Activities of Daily Living in Patients with Multiple Sclerosis. Int J Basic Clin Stud. 2019;8(2):33-38.
- Akarsu R, Bumin G. Ergoterapi alanında tele-rehabilitasyon çalışmaları. Turkiye Klinikleri J Health Sci. 2021;6(3):682-694. doi:10.5336/healthsci.2020-77309
- Akarsu R, Özturk B, Toraman MA, Akpınar B, Göbül S, Temiz TN. Effects of X-Box Kinect Games on Individuals with Anxiety, Social Phobia and Depression Symptoms. Int J Basic Clin Stud. 2019;8(2):24-32.
Identifiers
NCT: NCT07433608 · 62.2025fbu