このページは自動翻訳されたものであり、翻訳の正確性は保証されていません。を参照してください。 英語版 ソーステキスト用。

THE EFFECTS OF GAME-BASED EXERCISE PROGRAMS

2026年6月16日 更新者: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.

調査の概要

研究の種類

介入

入学 (推定)

48

段階

  • 適用できない

連絡先と場所

このセクションには、調査を実施する担当者の連絡先の詳細と、この調査が実施されている場所に関する情報が記載されています。

研究連絡先

研究場所

      • Gaziantep、トルコ(Türkiye)
        • 募集
        • Gaziantep Islamic Science and Technology University
        • コンタクト:

参加基準

研究者は、適格基準と呼ばれる特定の説明に適合する人を探します。これらの基準のいくつかの例は、人の一般的な健康状態または以前の治療です。

適格基準

就学可能な年齢

  • 大人

健康ボランティアの受け入れ

はい

説明

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

研究計画

このセクションでは、研究がどのように設計され、研究が何を測定しているかなど、研究計画の詳細を提供します。

研究はどのように設計されていますか?

デザインの詳細

  • 主な目的:防止
  • 割り当て:ランダム化
  • 介入モデル:並列代入
  • マスキング:独身

武器と介入

参加者グループ / アーム
介入・治療
アクティブコンパレータ: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.
実験的: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.
実験的: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.

この研究は何を測定していますか?

主要な結果の測定

結果測定
メジャーの説明
時間枠
Nelson Hand Reaction Test
時間枠: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
時間枠: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
時間枠: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

二次結果の測定

結果測定
メジャーの説明
時間枠
Adolescent Physical Activity Questionnaire
時間枠: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.
From enrollment to the end of treatment at 8 weeks
Exercise Benefits/Barriers Scale
時間枠: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.
From enrollment to the end of treatment at 8 weeks
Children's Body Image Scale
時間枠: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.
From enrollment to the end of treatment at 8 weeks

協力者と研究者

ここでは、この調査に関係する人々や組織を見つけることができます。

研究記録日

これらの日付は、ClinicalTrials.gov への研究記録と要約結果の提出の進捗状況を追跡します。研究記録と報告された結果は、国立医学図書館 (NLM) によって審査され、公開 Web サイトに掲載される前に、特定の品質管理基準を満たしていることが確認されます。

主要日程の研究

研究開始 (実際)

2025年11月15日

一次修了 (実際)

2026年4月15日

研究の完了 (推定)

2026年8月30日

試験登録日

最初に提出

2026年6月16日

QC基準を満たした最初の提出物

2026年6月16日

最初の投稿 (実際)

2026年6月22日

学習記録の更新

投稿された最後の更新 (実際)

2026年6月22日

QC基準を満たした最後の更新が送信されました

2026年6月16日

最終確認日

2026年6月1日

詳しくは

本研究に関する用語

追加の関連 MeSH 用語

その他の研究ID番号

  • VIRTUAL REALITY AND VIDEO GAME

個々の参加者データ (IPD) の計画

個々の参加者データ (IPD) を共有する予定はありますか?

未定

医薬品およびデバイス情報、研究文書

米国FDA規制医薬品の研究

いいえ

米国FDA規制機器製品の研究

いいえ

この情報は、Web サイト clinicaltrials.gov から変更なしで直接取得したものです。研究の詳細を変更、削除、または更新するリクエストがある場合は、register@clinicaltrials.gov。 までご連絡ください。 clinicaltrials.gov に変更が加えられるとすぐに、ウェブサイトでも自動的に更新されます。

購読する