ExerG: Video Game-based Physical Cognitive Training for Patients: a Usability Study

Status: Unknown
Location: See location...
Intervention Type: Device
Study Type: Interventional
Study Phase: Not Applicable
SUMMARY

Video game-based training programs, in the following referred to as exergames are an innovative digital training approach to simultaneously train physical and cognitive functions and increase training motivation for various populations. Patients who are differently limited in their physical and cognitive performance due to a decline in functioning can profit from a motivating and combined physical-cognitive training approach. An interdisciplinary team of movement scientists, sports and training experts, as well as game and industrial designers developed an innovative and immersive video game-based training product for patients - the ExerCube training software licence. The exergame development focused on a user-centred process together with the target population. The ExerCube training software licence is an exergame training product that includes immersive mixed-reality training programs (or video games) for patients. Depending on the patient's training requirements, the therapists can choose from the training program repertoire. The patients control the training program (or video game) by specific (whole) body movements. To present the virtual training programs from the ExerCube training software licence in the physical environment, the ExerCube hardware and harness system is used to serve as a physical training room. It allows the virtual video game environment to be presented in the physical world. This summative usability study aims to assess the training system's safety, usability and validate the user experience. Primary end-users (defined as patients aged 18 and above) and secondary end-users (defined as sports scientists, training therapists or physiotherapists/occupational therapists with a focus on sports/training therapy) will test and review the system in different testing scenarios.

Eligibility
Participation Requirements
Sex: All
Minimum Age: 18
Healthy Volunteers: f
View:

⁃ Primary end users:

• in-/ or outpatients of the Reha Rheinfelden

• Ability to speak and comprehend German and to understand the digitally transmitted training instructions

• Body height ≥ 160 cm or ≤ 200 cm according to hardware specifications

• Body weight ≤ 120 kg

• Able to execute the movements of the video game-based training (being able to transfer from a sitting to a standing position and maintain the standing position without assistance for ≥ 2 minutes)

⁃ Secondary end users:

• therapists (physiotherapist, occupational therapist, sport scientist, sport therapist, psychologists) working in the area of rehabilitation and prevention

• ≥ 21 years of age

• Bachelor's degree (scientists) or completed education as therapist

Locations
Other Locations
Switzerland
Reha Rheinfelden
RECRUITING
Rheinfelden
Contact Information
Primary
Frank Behrendt, PhD
f.behrendt@reha-rhf.ch
+41 61 836 5387
Backup
Silvia Herren, MSc
s.herren@reha-rhf.ch
+41 61 836 5388
Time Frame
Start Date: 2023-05-16
Completion Date: 2023-10-31
Participants
Target number of participants: 20
Treatments
Experimental: Test group
The device under investigation is the ExerCube training software licence provided by Sphery (https://sphery.ch/exercube/). The ExerCube training software licence is an exergame training product that includes immersive mixed-reality training programs (or video games) for patients. Depending on the patient's training requirements, the therapists can choose from the training program repertoire. The ExerCube supporting material for safety consisting of a harness and an over-head gantry system ensures a safe training environment and prevents patients from falling.
Related Therapeutic Areas
Sponsors
Leads: Frank Behrendt
Collaborators: Innosuisse - Swiss Innovation Agency

This content was sourced from clinicaltrials.gov