- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT07660822
THE EFFECTS OF GAME-BASED EXERCISE PROGRAMS
June 16, 2026 updated by: Gönül Elpeze, Gaziantep Islam Science and Technology University
THE EFFECTS OF VIRTUAL REALITY AND VIDEO GAME-BASED EXERCISE PROGRAMS ON PHYSICAL FITNESS AND ATTENTION LEVELS IN HEALTHY ADOLESCENTS
Studies comparing aerobic exercise with virtual reality or video game technologies to traditional games and classical exercise have been conducted in healthy adolescents, but no studies comparing virtual reality and video game technologies have been found.
Based on all this, we aimed to investigate the effect of virtual reality and video game-based exercise programs on physical fitness and attention levels in healthy adolescents.
The study was planned as a quantitative experimental randomized controlled trial.
Healthy individuals aged 10-18 years who meet the inclusion criteria will be evaluated during the dates of the study.
Individuals will be divided into 3 groups: a classical physical activity group, a virtual reality group, and a video-based game group.
Each program will be implemented for 20-30 minutes, three days a week for eight weeks.
The Physical Activity Scale for Adolescents was used to evaluate the physical activity of the individuals, the Multidimensional Body-Self Relationship Scale was used to measure body image, and the Exercise Benefit/Barrier Scale was used to measure exercise perception.
To measure attention, balance, and reaction time, the D2 Attention Test, Y-Balance Test, and Nelson's Hand Reaction Test will be administered, respectively.
In the virtual reality and video-based game group, the games played by participants will be similar to the physical activities performed in the classic exercise group.
One or more games incorporating these physical activities will be selected.
Study Overview
Status
Recruiting
Study Type
Interventional
Enrollment (Estimated)
48
Phase
- Not Applicable
Contacts and Locations
This section provides the contact details for those conducting the study, and information on where this study is being conducted.
Study Contact
- Name: Gönül ELPEZE, Assistant Professor
- Phone Number: +90 342 909 75 00
- Email: gonul.elpeze@gibtu.edu.tr
Study Locations
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-
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Gaziantep, Turkey (Türkiye)
- Recruiting
- Gaziantep Islamic Science and Technology University
-
Contact:
- Gönül ELPEZE, Assistant Prof
- Phone Number: 0 90 342 909 75 00
- Email: gonul.elpeze@gibtu.edu.tr
-
-
Participation Criteria
Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.
Eligibility Criteria
Ages Eligible for Study
- Child
- Adult
Accepts Healthy Volunteers
Yes
Description
Inclusion Criteria:
- Volunteering to participate in the study
- Being an adolescent aged 10-18 years
- Having a score below 4 on the Physical Activity Scale for Adolescents
Exclusion Criteria:
- Having any physical disability that would prevent participation in the exercise program
- Having upper or lower extremity orthopedic disease
- Having a score above 4 on the Physical Activity Scale for Adolescents
Study Plan
This section provides details of the study plan, including how the study is designed and what the study is measuring.
How is the study designed?
Design Details
- Primary Purpose: Prevention
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: Single
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
Active Comparator: physical exercise group
This group served as an active control group.
Participants in this group followed a traditional physical exercise program consisting of real-world soccer and basketball, in order to provide a baseline benchmark for the digital game-based intervention groups.
|
This group practiced using real sports equipment.
The training program included kicking a soccer ball into a goal and a basketball into a hoop.
The intervention was implemented for 20 minutes, 3 days a week, for a total of 8 weeks.
|
|
Experimental: Xbox Exercise Group
Participants followed a game-based exercise program using the Xbox video game console.
|
Participants in this group underwent a game-based exercise program using an Xbox video game console.
The training protocol consisted of active video games simulating soccer and basketball, mirroring the tasks performed by a traditional exercise group.
The intervention was administered three times a week for a total of eight weeks, with 20-minute sessions per week.
|
|
Experimental: VR Exercise Group
Participants performed a virtual reality-based exercise program using VR glasses.
|
Participants in this group underwent a virtual reality-based exercise program using virtual reality glasses.
The training protocol consisted of immersive virtual reality games simulating soccer and basketball in a fully immersive digital environment, mirroring the tasks performed by a traditional exercise group.
The intervention was administered three times a week for eight weeks, with 20-minute sessions per week.
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What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Nelson Hand Reaction Test
Time Frame: From enrollment to the end of treatment at 8 weeks
|
Reaction time was measured using a digital assessment system to evaluate cognitive-motor processing speed.
Scores were recorded in seconds.
Lower scores (shorter times) indicate faster reaction speed and better neurocognitive or sensorimotor performance.
|
From enrollment to the end of treatment at 8 weeks
|
|
Y-Balance Test
Time Frame: From enrollment to the end of treatment at 8 weeks
|
The Y-Balance Test was used to assess dynamic balance and neuromuscular control.
Scores were recorded in centimeters for the anterior, posterior medial, and posterior lateral directions.
Higher scores indicate better dynamic balance.
|
From enrollment to the end of treatment at 8 weeks
|
|
D2 Test of Attention
Time Frame: From enrollment to the end of treatment at 8 weeks
|
The D2 Attention Test is an attention test used to measure selective and sustained attention.
The total number of items processed (quantitative performance) is scored after errors are removed.
Higher scores indicate better attention and concentration capacity.
|
From enrollment to the end of treatment at 8 weeks
|
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Adolescent Physical Activity Questionnaire
Time Frame: From enrollment to the end of treatment at 8 weeks
|
The Adolescent Physical Activity Questionnaire was used to assess participants' levels of physical activity.
The questionnaire evaluates the frequency, duration, and type of physical activity performed by adolescents.
Higher overall scores indicate a higher level of physical activity.
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From enrollment to the end of treatment at 8 weeks
|
|
Exercise Benefits/Barriers Scale
Time Frame: From enrollment to the end of treatment at 8 weeks
|
This measure assesses participants' mental evaluations of physical activity, including their attitudes toward exercise and perceived benefits and barriers to it.
Higher scores indicate a more positive outlook on exercise and a greater awareness of its benefits.
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From enrollment to the end of treatment at 8 weeks
|
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Children's Body Image Scale
Time Frame: From enrollment to the end of treatment at 8 weeks
|
This measurement assesses participants' thoughts, feelings, and attitudes toward their own bodies from a self-attitude perspective.
It includes subscales that evaluate body image satisfaction, perception of physical capacity, and health.
Higher scores indicate a more positive perception of body image.
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From enrollment to the end of treatment at 8 weeks
|
Collaborators and Investigators
This is where you will find people and organizations involved with this study.
Study record dates
These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.
Study Major Dates
Study Start (Actual)
November 15, 2025
Primary Completion (Actual)
April 15, 2026
Study Completion (Estimated)
August 30, 2026
Study Registration Dates
First Submitted
June 16, 2026
First Submitted That Met QC Criteria
June 16, 2026
First Posted (Actual)
June 22, 2026
Study Record Updates
Last Update Posted (Actual)
June 22, 2026
Last Update Submitted That Met QC Criteria
June 16, 2026
Last Verified
June 1, 2026
More Information
Terms related to this study
Additional Relevant MeSH Terms
Other Study ID Numbers
- VIRTUAL REALITY AND VIDEO GAME
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
UNDECIDED
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
No
Studies a U.S. FDA-regulated device product
No
This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.
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