- ICH GCP
- US-Register für klinische Studien
- Klinische Studie NCT07660822
THE EFFECTS OF GAME-BASED EXERCISE PROGRAMS
16. Juni 2026 aktualisiert von: 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.
Studienübersicht
Status
Rekrutierung
Studientyp
Interventionell
Einschreibung (Geschätzt)
48
Phase
- Unzutreffend
Kontakte und Standorte
Dieser Abschnitt enthält die Kontaktdaten derjenigen, die die Studie durchführen, und Informationen darüber, wo diese Studie durchgeführt wird.
Studienkontakt
- Name: Gönül ELPEZE, Assistant Professor
- Telefonnummer: +90 342 909 75 00
- E-Mail: gonul.elpeze@gibtu.edu.tr
Studienorte
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Gaziantep, Türkei (türkiye)
- Rekrutierung
- Gaziantep Islamic Science and Technology University
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Kontakt:
- Gönül ELPEZE, Assistant Prof
- Telefonnummer: 0 90 342 909 75 00
- E-Mail: gonul.elpeze@gibtu.edu.tr
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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
- Kind
- Erwachsene
Akzeptiert gesunde Freiwillige
Ja
Beschreibung
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
Studienplan
Dieser Abschnitt enthält Einzelheiten zum Studienplan, einschließlich des Studiendesigns und der Messung der Studieninhalte.
Wie ist die Studie aufgebaut?
Designdetails
- Hauptzweck: Verhütung
- Zuteilung: Zufällig
- Interventionsmodell: Parallele Zuordnung
- Maskierung: Single
Waffen und Interventionen
Teilnehmergruppe / Arm |
Intervention / Behandlung |
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Aktiver Komparator: 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.
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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.
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Experimental: Xbox Exercise Group
Participants followed a game-based exercise program using the Xbox video game console.
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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.
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Experimental: VR Exercise Group
Participants performed a virtual reality-based exercise program using VR glasses.
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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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Was misst die Studie?
Primäre Ergebnismessungen
Ergebnis Maßnahme |
Maßnahmenbeschreibung |
Zeitfenster |
|---|---|---|
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Nelson Hand Reaction Test
Zeitfenster: From enrollment to the end of treatment at 8 weeks
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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.
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From enrollment to the end of treatment at 8 weeks
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Y-Balance Test
Zeitfenster: From enrollment to the end of treatment at 8 weeks
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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.
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From enrollment to the end of treatment at 8 weeks
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D2 Test of Attention
Zeitfenster: From enrollment to the end of treatment at 8 weeks
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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.
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From enrollment to the end of treatment at 8 weeks
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Sekundäre Ergebnismessungen
Ergebnis Maßnahme |
Maßnahmenbeschreibung |
Zeitfenster |
|---|---|---|
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Adolescent Physical Activity Questionnaire
Zeitfenster: From enrollment to the end of treatment at 8 weeks
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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
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Exercise Benefits/Barriers Scale
Zeitfenster: From enrollment to the end of treatment at 8 weeks
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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
Zeitfenster: From enrollment to the end of treatment at 8 weeks
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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
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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)
15. November 2025
Primärer Abschluss (Tatsächlich)
15. April 2026
Studienabschluss (Geschätzt)
30. August 2026
Studienanmeldedaten
Zuerst eingereicht
16. Juni 2026
Zuerst eingereicht, das die QC-Kriterien erfüllt hat
16. Juni 2026
Zuerst gepostet (Tatsächlich)
22. Juni 2026
Studienaufzeichnungsaktualisierungen
Letztes Update gepostet (Tatsächlich)
22. Juni 2026
Letztes eingereichtes Update, das die QC-Kriterien erfüllt
16. Juni 2026
Zuletzt verifiziert
1. Juni 2026
Mehr Informationen
Begriffe im Zusammenhang mit dieser Studie
Schlüsselwörter
Andere Studien-ID-Nummern
- VIRTUAL REALITY AND VIDEO GAME
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