An interventional study of GAIMplank in Physical Disability, sponsored by University of Alabama at Birmingham. Completed at 1 site in United States. Open to participants aged 18 Years and older, including healthy volunteers. Per ClinicalTrials.gov, last updated 2026-04-23.
Sponsored by University of Alabama at Birmingham · Not applicable, Interventional, and Other
Replacing sedentary behaviors during leisure time with active video gaming (AVG) has been shown to be an enjoyable option for increasing the amount of physical activity acquired each week. This project will examine the feasibility of an AVG intervention using the GAIMplank.
Replacing sedentary behaviors during leisure time with active video gaming (AVG) has been shown to be an enjoyable option for increasing the amount of physical activity acquired each week. A growing body of literature indicates that increases in energy expenditure can be achieved during AVG play in people with physical disabilities, including those with mobility impairments such as cerebral palsy (CP), spinal cord injury, stroke, and other neurological conditions. AVGs are particularly important for people with disabilities given the higher rate of inaccessible features in the built environment and the difficulty in finding activities they enjoy. Since AVG devices are relatively affordable, they also hold promise as a scalable product for promoting higher levels of physical activity and fitness among people with disabilities.
There continues to be a pressing need to make gaming controllers accessible to people who are unable to stand for long periods, cannot stand on a small platform due to poor balance or extreme obesity, or who are unable to stand and are full-time wheelchair users. The GAIMplank controller, was developed and tested for usability among people with mobility impairments. During usability testing, a sample of 21 adults were able to successfully access and play a series of standard PC video games using trunk/body movements to produce game play action. Using validated survey tools, participant usability scores and qualitative feedback indicated above average usability for the GAIMplank system. In addition, participants enjoyed the activity and reported game play as light to moderate intensity activity.
This project will examine the feasibility of an AVG intervention using the GAIMplank.
2,426 studies on the registry are indexed under Motor Activity; 1,161 are open to participants now.
This study's enrollment of 6 is below the median of 60 across 2,118 interventional studies indexed under Motor Activity.
Browse Motor Activity studies →University of Alabama at Birmingham is the lead sponsor of 1,396 studies on the registry; 284 are open to participants now.
Of its 156 completed or terminated interventional studies of FDA-regulated products, 124 (79%) have results posted.
Counted across the registry records on this site, refreshed daily.
Exclusion Criteria:
Participants will engage in 6 weeks of active video gaming (AVG), 2x/week
Other: GAIMplank
The GAIMplank video game controller will be used to play active video games.
Level of physical activity from baseline to 6 weeks
Physical Activity Scale for Individuals with Physical Disabilities (PASIPD)
Time frame: 6 weeks
Physical Function from baseline to 6 weeks
PROMIS Physical Function - Short Form 20a
Time frame: 6 weeks
Exercise Outcome Expectations from baseline to 6 weeks
Multidimensional Outcome Exercise Expectations Scale (MOESS)
Time frame: 6 weeks
Physical activity enjoyment
Physical Activity Enjoyment Scale
Time frame: Week 1
Physical activity enjoyment
Physical Activity Enjoyment Scale
Time frame: Week 5
Physical activity enjoyment
Physical Activity Enjoyment Scale
Time frame: Week 12
Enjoyment of the video games (exergames)
Exergame Enjoyment Questionnaire
Time frame: Week 1
Enjoyment of the video games (exergames)
Exergame Enjoyment Questionnaire
Time frame: Week 5
Enjoyment of the video games (exergames)
Exergame Enjoyment Questionnaire
Time frame: Week 12
Rating of game enjoyment for each game played
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 1
Rating of game enjoyment for each game played
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 2
Rating of game enjoyment for each game played
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 3
Rating of game enjoyment for each game played
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 4
Rating of game enjoyment for each game played
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 5
Rating of game enjoyment for each game played
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 6
Rating of game enjoyment for each game played
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 7
Rating of game enjoyment for each game played
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 8
Rating of game enjoyment for each game played
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 9
Rating of game enjoyment for each game played
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 10
Rating of game enjoyment for each game played
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 11
Rating of game enjoyment for each game played
Game enjoyment: Visual analog scale (0-10)
Time frame: Day 12
Rating of game engagement for each game played
Game engagement: Visual analog scale (0-10)
Time frame: Day 1
Rating of game engagement for each game played
Game engagement: Visual analog scale (0-10)
Time frame: Day 2
Rating of game engagement for each game played
Game engagement: Visual analog scale (0-10)
Time frame: Day 3
Rating of game engagement for each game played
Game engagement: Visual analog scale (0-10)
Time frame: Day 4
Rating of game engagement for each game played
Game engagement: Visual analog scale (0-10)
Time frame: Day 5
Rating of game engagement for each game played
Game engagement: Visual analog scale (0-10)
Time frame: Day 6
Rating of game engagement for each game played
Game engagement: Visual analog scale (0-10)
Time frame: Day 7
Rating of game engagement for each game played
Game engagement: Visual analog scale (0-10)
Time frame: Day 8
Rating of game engagement for each game played
Game engagement: Visual analog scale (0-10)
Time frame: Day 9
Rating of game engagement for each game played
Game engagement: Visual analog scale (0-10)
Time frame: Day 10
Rating of game engagement for each game played
Game engagement: Visual analog scale (0-10)
Time frame: Day 11
Rating of game engagement for each game played
Game engagement: Visual analog scale (0-10)
Time frame: Day 12
Perceived exertion for each game played
Rating of Perceived Exertion (RPE)
Time frame: Day 1
Perceived exertion for each game played
Rating of Perceived Exertion (RPE)
Time frame: Day 2
Perceived exertion for each game played
Rating of Perceived Exertion (RPE)
Time frame: Day 3
Perceived exertion for each game played
Rating of Perceived Exertion (RPE)
Time frame: Day 4
Perceived exertion for each game played
Rating of Perceived Exertion (RPE)
Time frame: Day 5
Perceived exertion for each game played
Rating of Perceived Exertion (RPE)
Time frame: Day 6
Perceived exertion for each game played
Rating of Perceived Exertion (RPE)
Time frame: Day 7
Perceived exertion for each game played
Rating of Perceived Exertion (RPE)
Time frame: Day 8
Perceived exertion for each game played
Rating of Perceived Exertion (RPE)
Time frame: Day 9
Perceived exertion for each game played
Rating of Perceived Exertion (RPE)
Time frame: Day 10
Perceived exertion for each game played
Rating of Perceived Exertion (RPE)
Time frame: Day 11
Perceived exertion for each game played
Rating of Perceived Exertion (RPE)
Time frame: Day 12
Acceptability, appropriateness, and feasibility of the AVG intervention
AIM-IAM-FIM survey
Time frame: Week 6
Participant feedback regarding the intervention
Semi-structured interview
Time frame: Week 6
Plan to share: No
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This study is completed, as verified in Apr 2026. You cannot join it, but the record below documents what was studied.
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University of Alabama at Birmingham