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ExerCube Training on Executive Functions in Young Athletes

21 octobre 2020 mis à jour par: 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.

Aperçu de l'étude

Statut

Complété

Intervention / Traitement

Type d'étude

Interventionnel

Inscription (Réel)

32

Phase

  • N'est pas applicable

Contacts et emplacements

Cette section fournit les coordonnées de ceux qui mènent l'étude et des informations sur le lieu où cette étude est menée.

Lieux d'étude

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

Critères de participation

Les chercheurs recherchent des personnes qui correspondent à une certaine description, appelée critères d'éligibilité. Certains exemples de ces critères sont l'état de santé général d'une personne ou des traitements antérieurs.

Critère d'éligibilité

Âges éligibles pour étudier

15 ans à 20 ans (Enfant, Adulte)

Accepte les volontaires sains

Non

Sexes éligibles pour l'étude

Tout

La description

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

Plan d'étude

Cette section fournit des détails sur le plan d'étude, y compris la façon dont l'étude est conçue et ce que l'étude mesure.

Comment l'étude est-elle conçue ?

Détails de conception

  • Objectif principal: Autre
  • Répartition: Non randomisé
  • Modèle interventionnel: Affectation parallèle
  • Masquage: Aucun (étiquette ouverte)

Armes et Interventions

Groupe de participants / Bras
Intervention / Traitement
Expérimental: 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.
Aucune intervention: Control group
The control group does not have any additional ExerCube training.

Que mesure l'étude ?

Principaux critères de jugement

Mesure des résultats
Description de la mesure
Délai
FitLight
Délai: 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
Délai: 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

Mesures de résultats secondaires

Mesure des résultats
Description de la mesure
Délai
Situation Motivation Scale
Délai: 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
Délai: 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
Délai: 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
Délai: 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

Collaborateurs et enquêteurs

C'est ici que vous trouverez les personnes et les organisations impliquées dans cette étude.

Dates d'enregistrement des études

Ces dates suivent la progression des dossiers d'étude et des soumissions de résultats sommaires à ClinicalTrials.gov. Les dossiers d'étude et les résultats rapportés sont examinés par la Bibliothèque nationale de médecine (NLM) pour s'assurer qu'ils répondent à des normes de contrôle de qualité spécifiques avant d'être publiés sur le site Web public.

Dates principales de l'étude

Début de l'étude (Réel)

1 janvier 2020

Achèvement primaire (Réel)

1 avril 2020

Achèvement de l'étude (Réel)

1 avril 2020

Dates d'inscription aux études

Première soumission

3 mars 2020

Première soumission répondant aux critères de contrôle qualité

3 mars 2020

Première publication (Réel)

5 mars 2020

Mises à jour des dossiers d'étude

Dernière mise à jour publiée (Réel)

23 octobre 2020

Dernière mise à jour soumise répondant aux critères de contrôle qualité

21 octobre 2020

Dernière vérification

1 mars 2020

Plus d'information

Termes liés à cette étude

Autres numéros d'identification d'étude

  • EK 2019-N-161

Plan pour les données individuelles des participants (IPD)

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Indécis

Informations sur les médicaments et les dispositifs, documents d'étude

Étudie un produit pharmaceutique réglementé par la FDA américaine

Non

Étudie un produit d'appareil réglementé par la FDA américaine

Non

Ces informations ont été extraites directement du site Web clinicaltrials.gov sans aucune modification. Si vous avez des demandes de modification, de suppression ou de mise à jour des détails de votre étude, veuillez contacter register@clinicaltrials.gov. Dès qu'un changement est mis en œuvre sur clinicaltrials.gov, il sera également mis à jour automatiquement sur notre site Web .

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