Residents living in long-term care (LTC) homes spend up to 75% of their day in sedentary, socially withdrawn situations which increases their risk for depression, dementia, decreased functional status and increased care costs. Physical activity is an accepted intervention to improve the physical health, cognition, and well-being of older adults. Moreover, systematic reviews have found that exergaming (i.e. physical activity gamified with technology) offers physical, cognitive, and social benefits by means of dual-task activities that engage both motor and cognitive abilities. The effect of exergaming for older adults in LTC is less clear, as this population has greater health needs related to physical health conditions, cognitive impairment, and functional dependence. Given the increased global demand for LTC, there is a need to develop and assess innovative exergaming technologies that can support the physical and cognitive health of LTC residents. MouvMat is an exergaming technology intervention with an interactive digital gaming surface designed for older adults (OA) in LTC settings. Participants can play familiar games, like Simon or Bingo, by stepping on or tapping the surface with an assistive pointing device. Games can be played individually or with multiple players. LED lights on the surface provide an adaptive digital display and embedded pressure sensors respond to players' input. The investigators collaboratively designed a preliminary prototype with OA aged 65 and older in a pilot project. The overall objective of this proposal is to conduct a pilot RCT of the Mouvmat to evaluate the feasibility, acceptability and efficacy of the exergaming technology to improve the primary outcome of mobility, and the secondary outcomes of cognitive function and social isolation compared to a usual care control group receiving standard recreational programming by recreational therapists.
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Change in mean mobility scores on the Timed-up-and-Go test
Timeframe: Baseline and mid-point of the intervention (3 weeks)
Change in mean mobility scores on the Timed-up-and-Go test
Timeframe: Baseline and following the completion of the intervention (6 weeks)
Change in mean mobility scores on the 2-Minute Walk Test
Timeframe: Baseline and mid-point of the intervention (3 weeks)
Change in mean mobility scores on the 2-Minute Walk Test
Timeframe: Baseline and following the completion of the intervention (6 weeks)
Adverse events (e.g. injury) related to exergame use
Timeframe: Over the course of the intervention (baseline to 6 weeks)
Feasibility related to adherence rate
Timeframe: Over the course of the intervention (baseline to 6 weeks)