- ICH GCP
- Registro degli studi clinici negli Stati Uniti
- Sperimentazione clinica NCT07660822
THE EFFECTS OF GAME-BASED EXERCISE PROGRAMS
16 giugno 2026 aggiornato da: 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.
Panoramica dello studio
Stato
Reclutamento
Condizioni
Tipo di studio
Interventistico
Iscrizione (Stimato)
48
Fase
- Non applicabile
Contatti e Sedi
Questa sezione fornisce i recapiti di coloro che conducono lo studio e informazioni su dove viene condotto lo studio.
Contatto studio
- Nome: Gönül ELPEZE, Assistant Professor
- Numero di telefono: +90 342 909 75 00
- Email: gonul.elpeze@gibtu.edu.tr
Luoghi di studio
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Gaziantep, Turchia (Türkiye)
- Reclutamento
- Gaziantep Islamic Science and Technology University
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Contatto:
- Gönül ELPEZE, Assistant Prof
- Numero di telefono: 0 90 342 909 75 00
- Email: gonul.elpeze@gibtu.edu.tr
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Criteri di partecipazione
I ricercatori cercano persone che corrispondano a una certa descrizione, chiamata criteri di ammissibilità. Alcuni esempi di questi criteri sono le condizioni generali di salute di una persona o trattamenti precedenti.
Criteri di ammissibilità
Età idonea allo studio
- Bambino
- Adulto
Accetta volontari sani
Sì
Descrizione
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
Piano di studio
Questa sezione fornisce i dettagli del piano di studio, compreso il modo in cui lo studio è progettato e ciò che lo studio sta misurando.
Come è strutturato lo studio?
Dettagli di progettazione
- Scopo principale: Prevenzione
- Assegnazione: Randomizzato
- Modello interventistico: Assegnazione parallela
- Mascheramento: Separare
Armi e interventi
Gruppo di partecipanti / Arm |
Intervento / Trattamento |
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Comparatore attivo: 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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Sperimentale: 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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Sperimentale: 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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Cosa sta misurando lo studio?
Misure di risultato primarie
Misura del risultato |
Misura Descrizione |
Lasso di tempo |
|---|---|---|
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Nelson Hand Reaction Test
Lasso di tempo: 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
Lasso di tempo: 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
Lasso di tempo: 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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Misure di risultato secondarie
Misura del risultato |
Misura Descrizione |
Lasso di tempo |
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Adolescent Physical Activity Questionnaire
Lasso di tempo: 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
Lasso di tempo: 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
Lasso di tempo: 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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Collaboratori e investigatori
Qui è dove troverai le persone e le organizzazioni coinvolte in questo studio.
Studiare le date dei record
Queste date tengono traccia dell'avanzamento della registrazione dello studio e dell'invio dei risultati di sintesi a ClinicalTrials.gov. I record degli studi e i risultati riportati vengono esaminati dalla National Library of Medicine (NLM) per assicurarsi che soddisfino specifici standard di controllo della qualità prima di essere pubblicati sul sito Web pubblico.
Studia le date principali
Inizio studio (Effettivo)
15 novembre 2025
Completamento primario (Effettivo)
15 aprile 2026
Completamento dello studio (Stimato)
30 agosto 2026
Date di iscrizione allo studio
Primo inviato
16 giugno 2026
Primo inviato che soddisfa i criteri di controllo qualità
16 giugno 2026
Primo Inserito (Effettivo)
22 giugno 2026
Aggiornamenti dei record di studio
Ultimo aggiornamento pubblicato (Effettivo)
22 giugno 2026
Ultimo aggiornamento inviato che soddisfa i criteri QC
16 giugno 2026
Ultimo verificato
1 giugno 2026
Maggiori informazioni
Termini relativi a questo studio
Parole chiave
Termini MeSH pertinenti aggiuntivi
Altri numeri di identificazione dello studio
- VIRTUAL REALITY AND VIDEO GAME
Piano per i dati dei singoli partecipanti (IPD)
Hai intenzione di condividere i dati dei singoli partecipanti (IPD)?
INDECISO
Informazioni su farmaci e dispositivi, documenti di studio
Studia un prodotto farmaceutico regolamentato dalla FDA degli Stati Uniti
No
Studia un dispositivo regolamentato dalla FDA degli Stati Uniti
No
Queste informazioni sono state recuperate direttamente dal sito web clinicaltrials.gov senza alcuna modifica. In caso di richieste di modifica, rimozione o aggiornamento dei dettagli dello studio, contattare register@clinicaltrials.gov. Non appena verrà implementata una modifica su clinicaltrials.gov, questa verrà aggiornata automaticamente anche sul nostro sito web .