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ExerCube Training on Executive Functions in Young Athletes

21. Oktober 2020 aktualisiert von: Swiss Federal Institute of Technology

The Influence of a Ten-week ExerCube Training on Executive Functions as Well as on Training Motivation, Enjoyment and Mental Well-being in Young Athletes

Competitive game sports require the existence of several sport-specific skills. In particular, game sport athletes need a good set of skills in order to perform well on the field. Therefore, it is important for athletes, especially young athletes, not only perform their sport, but also perform variable trainings, which differently train/trigger sport-specific skills. One skill set that is important in competitive game sports are so-called executive functions. Executive functions are needed for action planning and adaptation to the individual environmental situation, e.g. inhibition, flexibility and divided attention. A form of training that is very promising in this respect is exergaming as nowadays coaches are using virtual reality simulations to create realistic training environments. An exergame that combines this cognitive stimulation with whole-body movements in a motivating training environment is the ExerCube. Until now, however, evidence is lacking how an additional holistic exergame training can influence executive functioning in young athletes. Therefore, this study aims to get preliminary insight into the effects of the ExerCube performance on the executive function in young athletes (primary objective). The participants will be allocated into either the intervention group (ExerCube training) or the control group (no additional ExerCube training). The intervention group will train 2 times per week for about 30 minutes over a time frame of 10 weeks. Additionally, to consider the effects of the training environment, the secondary objectives include training motivation, enjoyment and flow as well as mental well-being.

Studienübersicht

Studientyp

Interventionell

Einschreibung (Tatsächlich)

32

Phase

  • Unzutreffend

Kontakte und Standorte

Dieser Abschnitt enthält die Kontaktdaten derjenigen, die die Studie durchführen, und Informationen darüber, wo diese Studie durchgeführt wird.

Studienorte

      • Zürich, Schweiz, 8093
        • Institute of Human Movement Sciences and Sport, ETH Zürich

Teilnahmekriterien

Forscher suchen nach Personen, die einer bestimmten Beschreibung entsprechen, die als Auswahlkriterien bezeichnet werden. Einige Beispiele für diese Kriterien sind der allgemeine Gesundheitszustand einer Person oder frühere Behandlungen.

Zulassungskriterien

Studienberechtigtes Alter

15 Jahre bis 20 Jahre (Kind, Erwachsene)

Akzeptiert gesunde Freiwillige

Nein

Studienberechtigte Geschlechter

Alle

Beschreibung

Inclusion Criteria:

  • Female and male
  • Age between 15 to 20 years
  • Young athletes (game sports)
  • Healthy (self-reported)
  • Able to provide written informed consent and understand instructions

Exclusion Criteria:

  • History of cardiovascular issue that would prevent training participation
  • Asthma (not controllable)
  • Musculosceletal injuries that would prevent training participation
  • Pain that would be reinforced by sportive activities
  • Pregnancy

Studienplan

Dieser Abschnitt enthält Einzelheiten zum Studienplan, einschließlich des Studiendesigns und der Messung der Studieninhalte.

Wie ist die Studie aufgebaut?

Designdetails

  • Hauptzweck: Sonstiges
  • Zuteilung: Nicht randomisiert
  • Interventionsmodell: Parallele Zuordnung
  • Maskierung: Keine (Offenes Etikett)

Waffen und Interventionen

Teilnehmergruppe / Arm
Intervention / Behandlung
Experimental: ExerCube group
The ExerCube is an immersive fitness game setting that combines innovative soft- and hardware designs with state of-the-art training concepts. The ExerCube has three walls which serve as virtual reality projection screens and haptic interfaces. The ExerCube is a playful physical-cognitive exergame training. The user navigates a virtual environment/reality via whole body exercise. The video game navigates the user and triggers various cognitive functions. The used physical exercises are functionally and elicit the improvement of endurance and strength components. Via different monitoring systems (points and heart rate), the game adapts to the individual abilities and training level to tailor workout intensity. The ExerCube training consists of two sessions a week each session will last about 30 minutes of which 25 minutes will be pure playtime
An exergame combines exercise and gaming in a holistic approach.
Kein Eingriff: Control group
The control group does not have any additional ExerCube training.

Was misst die Studie?

Primäre Ergebnismessungen

Ergebnis Maßnahme
Maßnahmenbeschreibung
Zeitfenster
FitLight
Zeitfenster: Before and after the intervention, within two weeks
FitLight Trainer™ (Sports Corp. Ontario, Canada) is a commercially available product and consists of eight LED powered lights controlled by a wireless connection via a tablet. The tablet is running on android version 4.2.2 and has in advance a FitLight Trainer™ software to interact with the lights. With this software, it is possible to generate new specific light sequences.The FitLight allow the testing of executive functions depending on the programmed sequences. The participants use whole-body movements of arms and legs to solve the programmes sequences. Before the participants execute the main test, they perform a pre-test to minimize the learning effect and to get familiar with the test environment
Before and after the intervention, within two weeks
Test for Attentional Performance
Zeitfenster: Before and after the intervention, within two weeks
Initially the TAP (D-TAP 2.3 VL, PSYTEST, Psychologische Testsysteme, Herzogenrath, Germany) was developed to assess attentional deficits in a cerebral impaired population. The participants perform a simple reaction task.The stimuli are presented on a screen of a personal computer. Before the participants execute the main test, they perform a pre-test to minimize the learning effect and to get familiar with the test environment.
Before and after the intervention, within two weeks

Sekundäre Ergebnismessungen

Ergebnis Maßnahme
Maßnahmenbeschreibung
Zeitfenster
Situation Motivation Scale
Zeitfenster: Before and after the intervention, within two weeks

The Situation Motivation Scale was designed to assess the constructs of intrinsic motivation, identified regulation, external regulation and amotivation in field and laboratory settings.

- 16 items graded on a 7-point Likert scale, a higher score means a better outcome

Before and after the intervention, within two weeks
Flow Short Scale
Zeitfenster: Before and after the intervention, within two weeks

The first 10 items measure the components of Flow-Experience as first described by Mihaly Csikszentmihalyi 1975. The items 11 - 13 measure Worry someone may have in the situation the measurement is made.

- 13 items graded on a 7-point Likert scale, Item 1-10: a higher score means a better outcome, Item 11-13: a lower score means a better outcome

Before and after the intervention, within two weeks
Physical Activity Enjoyment Scale
Zeitfenster: Before and after the intervention, within two weeks

The Physical Activity Enjoyment Scale was developed to measure physical activity enjoyment using college-aged students. The scale is a reliable and valid measure of enjoyment in physical activity environments.

- 18 bipolar statements and a 7-point continuum, a higher score means a better outcome

Before and after the intervention, within two weeks
Warwick-Edinburgh Mental Well-being Scale
Zeitfenster: Before and after the intervention, within two weeks
This mental well-being scale is a valid measurement at a population and on an individual level. The questionnaire consists of 14 items and covers following aspects of mental health: positive affect (feelings of optimism, cheerfulness, and relaxation), satisfying interpersonal relationships, positive functioning (energy, clear thinking, self-acceptance, personal development, competence and autonomy). A minimum score of 14 and a maximum score of 70 can be achieved, whereas a score from 51 can be assumed normal. The higher the score is, the higher the level of mental well-being.
Before and after the intervention, within two weeks

Mitarbeiter und Ermittler

Hier finden Sie Personen und Organisationen, die an dieser Studie beteiligt sind.

Studienaufzeichnungsdaten

Diese Daten verfolgen den Fortschritt der Übermittlung von Studienaufzeichnungen und zusammenfassenden Ergebnissen an ClinicalTrials.gov. Studienaufzeichnungen und gemeldete Ergebnisse werden von der National Library of Medicine (NLM) überprüft, um sicherzustellen, dass sie bestimmten Qualitätskontrollstandards entsprechen, bevor sie auf der öffentlichen Website veröffentlicht werden.

Haupttermine studieren

Studienbeginn (Tatsächlich)

1. Januar 2020

Primärer Abschluss (Tatsächlich)

1. April 2020

Studienabschluss (Tatsächlich)

1. April 2020

Studienanmeldedaten

Zuerst eingereicht

3. März 2020

Zuerst eingereicht, das die QC-Kriterien erfüllt hat

3. März 2020

Zuerst gepostet (Tatsächlich)

5. März 2020

Studienaufzeichnungsaktualisierungen

Letztes Update gepostet (Tatsächlich)

23. Oktober 2020

Letztes eingereichtes Update, das die QC-Kriterien erfüllt

21. Oktober 2020

Zuletzt verifiziert

1. März 2020

Mehr Informationen

Begriffe im Zusammenhang mit dieser Studie

Andere Studien-ID-Nummern

  • EK 2019-N-161

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Studiert ein von der US-amerikanischen FDA reguliertes Arzneimittelprodukt

Nein

Studiert ein von der US-amerikanischen FDA reguliertes Geräteprodukt

Nein

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