Lower Limb Amputation Clinical Trial
Official title:
WiiHOME-AMPS: A Pilot Randomized Controlled Trial to Investigate the Use of a Home-based Nintendo Wii Program for Rehabilitation in Older Adults With a Unilateral Transtibial or Transfemoral Amputation
This is a pilot randomized controlled trial to assess the feasibility of a home-based
Nintendo Wii Fit program (Wii.n.Walk) to improve walking capacity in older adults with a
lower limb amputation. Twenty four individuals with a unilateral below-knee or above-knee
amputation will be randomly allocated to Wii.n.Walk or control arm. The Wii.n.Walk arm will
receive aerobics, weight-shifting, balance games and exercises using the Wii Fit gaming
technology. The control arm will receive cognitive computer games and exercises using Wii Big
Brain Academy Degree program. Both groups will receive the intervention for 40-minute
sessions, 3x/week for 4 weeks. The interventions will be conducted in combinations of
in-clinic group (n=3) training and individualized in-home training. Outcome measurements will
be completed by a blinded evaluator at baseline, end of treatment, and 3 weeks after the end
of treatment.
Hypothesis: Our primary hypothesis is that Wii.n.Walk is feasible. Our primary clinical
hypothesis is that participants in the Wii.n.Walk intervention group will experience an
improvement in walking capacity compared to the control group. The secondary clinical
hypothesis is that participants in the Wii.n.Walk group will experience an improvement in
balance confidence, physical activity, number of steps taken per day, walking while talking,
lower limb functioning, and locomotor capabilities.
Purpose: To assess the feasibility a home-based Nintendo Wii Fit program (Wii.n.Walk) in
improving walking capacity in older adults with a unilateral transtibial or transfemoral
amputation. This study will provide seed data and information (e.g. sample size calculation)
to leverage funds for a future RCT.
Hypothesis: Our primary hypothesis is that Wii.n.Walk is feasible. Our primary clinical
hypothesis is that participants in the Wii.n.Walk intervention group will experience an
improvement in walking capacity compared to the control group. The secondary clinical
hypothesis is that participants in the Wii.n.Walk group will experience an improvement in
balance confidence, physical activity, number of steps taken per day, walking while talking,
lower limb functioning, and locomotor capabilities.
Justification: Many older Canadians are living with lower limb amputation (LLA). The
prevalence of LLA is projected to double by 2050 primarily due to chronic systemic
dysvascular diseases that are common with aging. Prosthetic rehabilitation programs are
designed to enhance mobility primarily through gait retraining. An ideal rehabilitation
program optimizes balance and lower limb strength which in turn enhance walking capacity
which is an important determinant of health related quality of life in adults with LLA.
Providing a rehabilitation program that is motivating and engaging is challenging because
improvement requires highly repetitious task performance. In 1994-97, the cost of surgery,
rehabilitation and one year follow up post LLAs varied between $86,000 to $110,000 (US)
depending on the level of amputation. Shrinking health care resources often make it difficult
to deliver sufficient amount of therapy to achieve standard of care, and impossible to
deliver more therapy. Thus, novel methods which are practical, cost-effective, and
well-received by clients are needed to deliver sufficient amounts of therapy. Commercially
available gaming software such as the Wii Fit by Nintendo has the potential to be a valuable
intervention for older adults with LLA. Based on pilot single subject research design study
we have conducted we developed Wii.n.Walk, a home oriented intervention targeted to improve
walking capacity in individuals with LLA.
Objectives: The objective of this study is to assess the feasibility of Wii.n.Walk:
recruitment rate, consent rate, retention, perceived benefit from the intervention,
adherence, blinding, adverse events, safety, and treatment effect.
Research Method: This is a parallel, single-blind RCT. Twenty four individuals with a
unilateral transtibial or transfemoral will be randomly assigned to either the Wii.n.Walk, or
the Wii Big Brain (12 in each arm) using computer-generated block randomization. The
randomization will be done by a statistician who will not be involved in any part the study.
Subjects (n=12) in the Wii.n.Walk arm will be trained using the Wii Fit games for 40-minute
sessions, 3 times a week for a period of 4 weeks. Subjects will stand on the Wii Fit balance
board and interact with the Wii games through weight shifting or using the Wii remote
controller. The intervention protocol includes: 1) Yoga (static single and double leg
exercises), 2) Balance games (lateral and poster/anterior weight shifting exercises in
standing), 3) Aerobics (running on spot and step class), and 4) Strength training (dynamic
single and double leg exercises). For the in-clinic training sessions, a trained research
assistant will administer the intervention and will provide external cueing and correction of
the pose if the participants use unsafe technique.
Subjects (n=12) in the control arm will be trained using Wii Big Brain program for the same
frequency and duration as the Wii.n.Walk arm. A separate research assistant will administer
the intervention and will provide supervision. Wii Big Brain is a low-cost commercially
available gaming software to improve cognitive function.
The interventions will be conducted in combination of in-clinic group training (n=3) and
in-home individualized training.
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