Effect of Virtual Reality on Balance and Gait Speed With Alzheimer's Dementia

NACompletedINTERVENTIONAL
Enrollment

32

Participants

Timeline

Start Date

January 1, 2018

Primary Completion Date

April 30, 2018

Study Completion Date

June 6, 2018

Conditions
Alzheimer's Dementia
Interventions
OTHER

Exercises with Nintendo Wii virtual reality device

In the first session, each Nintendo Wii components were introduced to each individual. The selected games and how they were played were taught to each individual by the physiotherapist and practically taught. The games were played with the help of physiotherapists in the first session so that individuals could transfer the correct weight on the Nintendo Wii balance board and to use the game console's control. The patient was supported with verbal and physical feedback when the patient played incorrectly during the games in the next sessions. Games that require serious balance and coordination were considered as a difficult activity for the patient and were not used in this study. The difficulty of the games was set to the simplest level for each patient. As the patients were successful the games' difficulty level was upgraded. The difficulty of the games has been increased according to the classification determined by the Nintendo Wii device.

Trial Locations (2)

71100

Kirikkale University, Kırıkkale

Kirikkale Universtiy, Kırıkkale

All Listed Sponsors
lead

Kırıkkale University

OTHER

NCT03928405 - Effect of Virtual Reality on Balance and Gait Speed With Alzheimer's Dementia | Biotech Hunter | Biotech Hunter