ACCEPTABILITY, ADHERENCE AND SAFETY OF KINECT ADVENTURES GAMES VERSUS MULTIMODAL TRAINING IN THE ELDERLY: RANDOMIZED CLINICAL TRIAL

Bacha JMR1, Freitas TB2, Nuvolini RA1, Bueno GC1, Gomes GCV1, Viveiro LAP1, Varise EM3, Silva KG1, Greve JMD4, Torriani-Pasin C2, Pompeu JE1
1University of Sao Paulo, Department of Physical Therapy, Speech and Occupational Therapy, Faculty of Medicine, Sao Paulo, Brazil, 2University of Sao Paulo, Motor Behavior Laboratory, School of Physical Education and Sport, Sao Paulo, Brazil, 3University of São Paulo, Department of Neuroscience and Behavior, Institute of Psychology, Sao Paulo, Brazil, 4University of Sao Paulo, Institute of Orthopedics and Traumatology of Faculty of Medicine, Sao Paulo, Brazil

Background: The effects of Interactive Video Game have been widely studied, especially in the elderly population. However many researchers do not test the applicability and safety of these systems but instead focus directly on the effects, when in fact applicability, adherence to the technique, and safety are the main outcomes of new tools used in rehabilitation.

Purpose: Evaluate the acceptability, adherence, and safety of Games Kinect Adventures versus Multimodal Training in community dwelling elderly people.

Methods: The study was a randomized clinical trial in which 46 elderly individuals were selected, mean age 69.3 (5.34) years. Participants were allocated to the Kinect Adventures Games Group (Experimental Group -EG), or the Conventional Physical Therapy (Control Group - CG), 23 individuals in each group. Participants of both groups participated in 14 training sessions lasting one hour each, twice a week. The EG practiced four Kinect Adventures Games (SpacePop, 20,000 Leaks, Reflex Ridge, and River Rush). The CG intervention was a Multimodal Training (warm-up, balance training, aerobic exercises, muscular strengthening, and cool-down). Acceptability was assessed through a questionnaire created by the researchers themselves, as follows: “what did you think about the games/multimodal training; ''which game/exercise did you like most''; ''which game/exercise did you find easiest''; ''which game/exercise did you find most difficult''; ''what did you think about the number of attempts at each game/exercise”. Adherence was assessed by the ''frequency of the number of elderly individuals who completed the interventions and safety through the presence of adverse effects, such as: muscle pain in the lower limbs and or in the upper limbs, dizziness, nausea, vomiting, and falling. Participants were assessed after the training. The Study was registered in the Brazilian Registry of Clinical Trials (RBR-4z4f48). Statistical analysis was performed using relative percentage between groups.

Results: Acceptability: the questionnaire demonstrated that both groups were satisfied with regard to the proposed interventions. Adherence: There was 91.31% adherence to both training sessions. Safety: 34% and 26% of the individuals in the EG and CG, respectively, presented adverse effects of delayed muscle pain in the lower limbs only after the first session.

Conclusion(s): Both the Kinect Adventures Games and proposed Multimodal Training are applicable and safe for community dwelling elderly people. The participants presented good adherence to both interventions studied.

Implications: Kinect Adventures Games could be a complementary and useful tool in clinical practice aimed at prevention of motor and cognitive changes in community dwelling elderly people.

Keywords: aged, virtual reality, Physical Therapy Modalities

Funding acknowledgements: University of Sao Paulo.

Topic: Robotics & technology; Older people

Ethics approval required: Yes
Institution: University of Sao Paulo.
Ethics committee: Faculty of Medicine, University of São Paulo.
Ethics number: 45547415.8.0000.0065.


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